Monday, October 24, 2011

Artifacts of Power and a Power Struggle

Short Version:

Still in Mordor, the party defeats a group of wargs to claim a grey stone of healing and a spiked warg collar. They also sift through the rubble of a once-great tower to find Sauron's mace and a necklace that allows access to any magical spell. After a heated debate, the group decides to destroy the mace and necklace, since they are evil. The group continues its winning streak to kill a great spider and claim both the Staff of Sorrow and the Golden Beetle. After yet more travelling and solving some riddles, the group is now very close to acquiring two more artifacts: some dice and a ring. However, it is yet to be seen whether the group can keep from fighting amongst themselves long enough to present a united front to any enemies they may encounter...


An Odd Take on Mordor

Just take a look at this.  Really, just do it...

So yeah, I never knew that Mordor was a former Soviet Republic whose main exports were brimstone and jalapenos.  Who knew!

Friday, October 14, 2011

Brief History of Numenor

Upon the defeat of Melkor/Morgoth, the Vaiar wished to grant their warriors great rewards at the End of the First Age. The Elves were allowed, if they wished, to return back to the Undying Lands, along with their immortality. For Men, the Vaiar created a Great Island west of Middle Earth, and allowed Men to settle and rule it, as long they made one promise: that they would never sail so far west that they could not see Numenor, for Men were never to come to the Undying Lands. The Men of Numenor at this time agreed, for they did not see immortality as a thing not be wished for -- an idea that would change over time.

Numenor, a star-shaped island with its holiest mountain at its center, soon became the base of the greatest Kingdom ever seen until that time. Numenor soon became the land with the greatest blacksmiths (called "Western" Made, often used to great effect against evil), the greatest horses, the greatest technology, the greatest warriors, and the greatest leaders. It is no surprise that once Numenor, the island, was made as great as it could be, Numenor expanded into Middle Earth into the lands of Arnor and Gondor. Making quick friends with the various Elf Kingdoms, peace and prosperity was ensured. But while they were honorable rulers at first, they soon ruled Middle Earth with more of a tyrant's hand.

The Numenorians, after nearly three thousands years of prosperity, became divided into two philosophies: one, the Faithful, wanted to continue the old ways, respect the Gods and be friends with the Elves. These would become the Dunedain, for it was not the who would cause the end. The other desired immortality, great power, and more land. These men, called the King's Men, would eventually become the Black Numenorians. The leader of this group, Ar-Pharazon, would eventually marry the King's daughter and usurp the throne. Defeating Sauron in Mordor, Sauron became his adviser... and soon, Ar-Pharazon converted to Morgoth, and sailed against the Undying Lands. The Gods repaid this defiant act by sinking the Island of Numenor, forcing the survivors to flee to Middle Earth. Thus, the Second Age ended. The Third would start with the founding of Gondor and Arnor... and Sauron leading his legions into battle once more.

Trivia: The Event of Numenor's downfall is called in Quenya (High Elvish) Atalante, a.k.a. Downfallen. Just in case you couldn't guess what Numenor was supposed to be referencing.

Tuesday, October 11, 2011

Recap: Mordor, The Land Where Artifacts Lie

Short Version:

Mia uses her newfound authority to transfer her imprisoned teammates to her ship. Reunited, the team sails by airship to Mordor, in search of a scepter that can cancel other artifacts. After landing at Mount Doom and solving a puzzle by using the thermometer artifact, the group acquires the Disrupting Scepter and the Rod of Sunfires. On a lucky streak, they continue on to find Longshot's Eye and a candle of light and darkness. Since there are more artifacts in the Mordor area, the group remains there to seek out the rest.

Long Version:

The team members that are not imprisoned: Mia, Brunhilde, Deanna, and Dragar, visit the other team members in the prison and attempt to convince them to join. At Allen’s suggestion, Ronald tries to cast a barrier pit under the guards’ feet, but it will not work, since there is some sort of magic-cancelling spell in place. He then tries to dispel magic, but is thrown back against the wall. During this time, Mia speaks to the team, debating mostly with Walter about giving in and swearing fealty to Akmentu. Brunhilde also attempts to convince Walter to swear allegiance. Walter tells them to kindly go to hell, and says that while Mia and Deanna are still young and foolish, Brunhilde and Dragar should have known better.

Finally, the imprisoned team members agree to be transferred to Mia’s ship as prisoners under her jurisdiction. She manages to get the group’s equipment back, and loads it onto her ship. First mate Flynn asks where the prisoners will be stored, and puts the imprisoned team members in the brig at Mia's command. We then set out for Mordor, looking for the magic-cancelling scepter, and other artifacts [see artifact page for Mordor artifacts]. As we travel, Mia keeps the team in the brig, to keep up appearances for the Black Numenorian crew. We approach Mordor from the Northwest (the direction of the Black Gate). There are still orcs and many other creatures living there.

Mia consults with the palantir, and finds that the grey stone is some type of healing item. The scepter can supposedly cancel artifacts, such as the scythe. The parallel artifact with the scepter is a golden rod, which looks blindingly bright. The image of the rod we see is it in the hands of a wizard, shooting an intense, fiery blast. There is a staff with tears on it: a man looks happy, and the staff appears and makes the man sad. There is a golden beetle in a web: the golden beetle is in the palm of someone’s hand outside of a gate; it then grows to 10x its size, and flies into a brick wall, breaking it down. There is a candle, of unknown use. There are earrings: we hear a voice, calling to us and telling us to put them on. There is a mace: we see someone picking it up and beating the crap out of people. There is a spiked collar on a warg: the warg walks down a path, and other wargs get out of its way.

As we approach Mount Doom, we see many undead roaming the mountain. Consulting the palantir, we see the scepter at a gate on the top of Mount Doom. Mia releases the rest of the team from prison, allowing them to fight alongside her in order to assist against the undead. We use the combination of Allen’s holy water flask of Ulmo, and the Helmet of Water Control, in order to wash away the undead threat. The team members and some soldiers climb ropes down to the ground, and stand on the ledge where the One Ring was flung into Mount Doom to be destroyed. Walter and the Dwarves explore the forge, and Walter suggests taking the forge so no one can use it, but Dalir suggests throwing it into the lava to destroy it.

As they are throwing everything away, they find a one-handed hammer that looks rust-free, and in good condition. It appears to be a smithing hammer, and looks too small for combat. The hammer is made of black eog: more rare even than mithril. Walter leaves it to Brunhilde to decide whether to take it, reminding her of the sordid past of the item. Ronald tells us that the hammer is the one used by Sauron to forge the One Ring: it is evil incarnate. For attacking, it gives a +20 OB, and the blacksmithing bonus is +100. Brunhilde nevertheless decides to throw it into the fires of Mount Doom.

The other group searches at the gate for the staff. Mia and Allen notice a switch at the gate; they pull it, and suddenly, there is a large BOOM inside the mountain. A path opens up, from the top of the mountain down to the lava’s edge. We ask the palantir if the thermometer will cool the lava, and it tells us that it will work. The group decides, after some debate, to cool the lava and make an attempt to recover the scepter. Brunhilde and Deanna go to the lava’s edge, and Brunhilde puts the thermometer in the lava to cool it to rock. Allen has the idea, once again, to use a barrier pit. Ronald casts several, and eventually, we get down to a statue holding two scepters: the one we seek that cancels artifacts, and the Sunfire rod. The stone statue is melted by the thermometer, and the two artifacts are released, and subsequently acquired by the team. Mia takes the scepter of magic/artifact cancellation. Ronald tell us that it is called the Disrupting Scepter, and it disrupts any magical spell, and negates any magical artifact.

The other artifact is Arien’s Rod of Sunfires: it shoots a blast of intense magical fire that can melt or destroy almost anything. We give the Rod of Sunfires to Ardwinna. The group agrees, after some debate, to go after a golden eyeball, which will deflect arrows and help to protect the team, instead of going after the mace as Walter wants. The candle is paired with the eyeball, so we decide to look for that too. We touch down in a field, and Smoke begins to howl. He is sniffing at a rock with a rune on it. Princess Ardwinna attempts to read the runes, and recognizes the word for 'open'. Brunhilde picks up the runestone, and a secret passage opens into the underground. The Rod of Sunfires makes it as bright as day underground, so that we can all see perfectly. Eventually, we come to a fork in the path, and there are three passages. There are many doors all three ways.

We go right first, and find five doors. There is some type of magic on the door, but Ronald cannot tell what it is. Mia cancels the magic on the door with her newfound staff, and the group proceeds. On the next, we do not cancel, and Dalir opens it. He sees a copy of himself, but closes the door on it. The copy opens the door and attacks Dalir. Mia cancels quickly, and the copy and door disintegrate. She cancels all of the doors. We continue in this way, finding more hallways with doors, and finally find a door with no magic. We enter, and there are skeletons lying in the room. Just to be safe, we douse them in holy water, to no effect. We find a golden eyeball among the skeletons, and Ronald tells us that the item is the Eye of Longshot: it grants fabulous luck, and allows you to reroll dice when you screw up. We give the eye to Dragar, who tries it. The eye flies into his head and melds into him, somewhat horrifyingly. He can, however, still see out of the eye.

We continue searching doors, and find another with no magic on it. Inside there is a candle; it can control light and darkness, making things as light or as dark as we want. After a minor conflict within the group concerning artifacts and who holds them, we decide to give the candle to Deanna. Walter suggested that Mia give the Bracelets of Intuition to Allen, and that she get the candle. Mia balked at this suggestion, thinking that Akmentu would not take kindly to her giving a personal gift from him to a prisoner who had insulted him. We instead decide to give the candle to Deanna, and let everyone else keep what items they have. We get back on the airship, and the group decides, tentatively, to stay in Mordor and seek more items in the area.

New Page: Famous Characters

And completing the last of the giant Pages I've been working on is the Famous Characters of MERP History, which lists in order of player some characters that are known, famous tales about them, and what they did. If there is any character that needs to be added or data that needs editing, just let us know.

Monday, October 10, 2011

Preview: Akmentu/Ar-Pharazon

Ar-Pharazon, Son of Gimilkhad, eventually nicknamed the Golden King, was born about 3100 years into the Third Age, and quickly made a name for himself as a Great Warrior Captain, leading Numenor's forces into wars against the remaining free Men of Middle Earth, consolidating the Great Kingdom's control over Middle Earth, and inadvertently creating the basis for the future kingdoms of Arnor and Gondor. Leader of the elite soldier unit called the King's Unit, he married the King's daughter - and then usurped the throne for himself. Probably not a good sign for the kingdom.

Initially he focused his efforts on defeating the Faithful Faction, a group of Men who focused on preserving the old ideals of Numenor's origins, attempting to be allies to the Elves and to the Gods (The Faithful would eventually become the Dunedain). Then, however, he heard of the power of Sauron, growing greatly in Mordor. Leading a huge army, he fought, captured and dragged Sauron all the way back to Numenor to execute him in his capital. But Sauron bowed to Ar-Pharazon's glory, and he became an adviser. Sauron soon advised Ar-Pharazon to destroy the Faithful (forcing them to run to Middle Earth) and to defy the Gods, for the Gods kept Numenor weak, kept them mortal, kept them from sailing away from Numenor. Soon, all of Numenor had but one God - Morgoth.

Sauron advised Ar-Pharazon to build the largest temple ever built to Morgoth on the holy mountain, and to burn down the Great White Tree of Numenor as a sacrifice (part of the tree was saved and planted in Minas Tirith). Numenor thus became a Kingdom of Evil, only ruled tangentially by Ar-Pharazon. As Ar-Pharazon became old, he sought the gift of immortality. Sauron told him to sail to the Undying Land. Ar-Pharazon built the greatest fleet ever assembled, and left Numenor. His forces went so far as to land on the God Lands and fight a skirmish there. The Gods (Vaiar), not pleased with this blatant disregard of the ways things were supposed to be, sought the Great Creator God Eru's help.

Eru destroyed the entire fleet by changing the shape of the world (from Flat to Round - yes, seriously), sinking Numenor into the ocean...and burying the army of Numenor, including Ar-Pharazon into the Caves of the Forgotten, never to be seen again...until Dagor Dagoroth (aka Ragnarok for Middle Earth) where Ar-Pharazon is supposed to be a good guy again. As a side note, Sauron's form was killed off... and yet somehow became all better for the big battle at the start of the LOTR movies at the beginning of the Third Age. Survivors of Numenor who still supported Ar-Pharazon created the port city of Umbar and called themselves the Black Numenorians.

Is is currently unknown how Akmentu, Ar-Pharazon's son, escaped death, where he was or what he was doing at the time of Numenor's destruction, or how he alone became immortal. Ar-Pharazon's story was detailed in the Silmarillion.

Sunday, October 9, 2011

Brief History of the Palantirs

The Palantirs were forged by the Noldor Elves, the High Elves, at the beginning of the Second Age. The Noldor Elves were exceptional blacksmiths during this time, producing all of the powerful rings of old (including the One Ring, with Sauron's help) and all of the Palantirs. The Noldor, doing what they typically did with their weapons of mass destruction, gave them away freely to their allies, the Numenorians of the Great Island Kingdom of Numenor. When Numenor fell due to the folly of the leaders, only seven Palantirs were saved and brought back to Middle Earth.

The Seven Palantirs were placed throughout the two kingdoms of Gondor (Minas Tirith-based) and Arnor (North Middle Earth-based), strategically at key centers: Minas Tirith, Weathertop, Minas Ithil, Annuminas (Capitol of Arnor), Osgilliath, Isengard and Elostirian (A Tower of the Elves near Mirkwood). However, as the kingdoms of Gondor and Arnor became weak, and Arnor non-existent, the Palantirs soon became lost or taken by others: Minas Ithil was taken over by Sauron, renamed Minas Morgul, and its Palantir was taken. Sauron used the Palantir to convince Saruman of Isengard to join him, and to weaken the will of Steward of Gondor, Denethor, in Minas Tirith.

By the end of the Third Age, Aragorn of the Reunited Kingdom had claimed the Palantirs of Minas Terith and Isengard. During the Palantir Quest of ten years, a large group found and lost the Palantir of Annuminas. They were able to discover and send back to Aragorn the Palantir of Minas Morgul. The Palantirs of Elostirian, Osgilliath and Weathertop were thought lost, but have since been found by the King of Numenor, back from the dead; the Lich-King; and some random Haradrim, who, let's face it, will probably never show up in the game.

Palantirs traditionally allow communication over nearly any distance, allowing visions and other such things. In other perhaps non-canon video games, Palantirs have been used as lasers of immense power.

Current owners/locations of the seven palantirs:

Minas Tirith – Still belongs to King Aragorn in Minas Tirith

Minas Ithil/Minas Morgul – formerly Sauron’s palantir; given to Ardwinna to help gather artifacts for Gondor, but now held by Mia

Isengard – held by Gandalf in the Undying Lands (I think)

Weathertop (lost) – most likely the one rediscovered by King Akmentu and held by him

Annuminas (Capitol of Arnor) – briefly recovered by Gondor, then stolen by Jacques, who still holds it

Osgilliath (lost) – rediscovered by either the Lich King or the Haradrim

Elostirian (A Tower of the Elves near Mirkwood) (lost) – rediscovered by either the Lich King or the Haradrim

Friday, October 7, 2011

Recap: The Gap of Rohan and Meeting Akmentu

Short Version:

The group rides towards the Gap of Rohan, intending to enter the Wose forest and retrieve a shield artifact. However, some disagreeable weather holds us up in a cave. Soon, a floating island is barreling towards us, and a Man in Black Armor with a palantir, already possessing several artifacts, is demanding all of our artifacts, on pain of death. After many attempts, we find that magic and weapons have no effect on his impenetrable armor, and he seems to control even gravity itself. The group is forced to return with him to his floating castle, where half of the group swears loyalty to him, and begins a new quest to seek artifacts for him. The other half of the group is thrown in prison, awaiting their fates.

Long Version:

Thursday, October 6, 2011

Preview: Woses

Woses, or Druedain, are the wild, aboriginal people of Middle Earth. A distinct people from since the First Age, Woses lived an uncivilized life, not believing in cities or technology, preferring to live off the land. The Wose population used to be much larger, but like all of the races their numbers have dwindled significantly. They are distinct in appearance: wide bodies, flat noses, lots of tattoos, almost dwarfish in proportion, though bigger. Often considered ugly as a result, they currently live in Druedain forest, located near the Northern Part of the White Mountains.

Before the end of the Third Age, Woses used to be persecuted and hunted for sport by other races of men, in particular by the Rohirric. After proving themselves in the War of the Rings, via helping the Rohirric speed to help Gondor, Aragorn proclaimed that the Druedain forest was to belong forever to the Woses. Their old specialty in weapons is poison darts. and as any good human should, they hate Orcs and Trolls. Woses are considered to be great hunters and trackers and can meditate for days on end. They are also quite attuned to nature and thus often worship it.

As a trivia note, the word Wose comes from a British fairy tale referring to hairy Troll-Like Creatures called Woodwoses who live in forests; thus Wose literally means "Wild Man". Also there has never been a PC who is a Wose.

Tuesday, October 4, 2011

Team Carpetplate

If you ever wanted to see what happens when Michael has too much free time, look below for a quickly draft for Team Carpetplate's symbol. Also, rough draft. Very rough draft.

Monday, October 3, 2011

The Original Palantir Quest

Hey All,

A New Day means a New Page. This time it's the still being created Page based on the Palantir Quest, the indirect prequel to our current game. It has way more information than you'll ever need to know about the game, so at some point smaller chunks will be taken out as it becomes more relevant to our game. Still, if you want to know more about the game, if you have any question, or (if you were in it) can help fill some of the gaps in the file currently, let us know!

Sunday, October 2, 2011

Famous Games of MERP Past

Hey All,

Just wanted to let everyone know that there is a new page to the right, which will detail every game that this MERP group has participated in.  Yes there is a TON of information over there, and yes, there's no need to read most of it for this game.  But if you are interested in what happened before this game, feel free to check it out.

To Older Players, please check it out and let me know if I miss anything.

ALSO, the page is not 100% complete - I'll be working on that during the week.

New Poll

There's a new poll on the right side of this blog.  Following a minor debate during the last game, it asks what the Team Name should be.  Feel free to vote and comment here!

Saturday, October 1, 2011

Recap: Helm's Deep and the Princess's Near Capture

Written by Jon
Helm's Deep: The short version -
After leaving the tombs of Edoras, we seek a blue Ocarina in Helm's Deep. Along the way, we acquire a ring, and learn that a demon-summoning disk is missing, presumably also acquired by the Lich-King. We uncover and foil a plot to kidnap Princess Ardwinna for ransom, and as a result obtain a black mask which allows the wearer to multiply himself as much as he wants. After an exhaustive search of the city, we find the Ocarina on a ledge in the Horn of Helm Hammerhand, and give the Ocarina to Deanna for safekeeping.