Post by Triyun on Jul 2, 2004 21:04:22 GMT -5
Time of RPG: Right before the journey of Beren and Luthien.
(GM’s: Triyun and Zorak)
Rules:
1) Respect GMs
2) No God Modding
3) Gold and character upgrades will be handed out by GM’s
4) Orcs are not easy kills early on and orc characters are equals. I know orcs are killed by heros in Tolkeins world easily but you aren’t legends yet.
5) Magic abilities must be approved.
6) Free temporary NPC control may be given from various kings, these must be approved with a GM.
Basic Character Template:
Name:
Race:
Presitge Class (if applicable):
Age:
Realm of Current Residence:
Description:
Equipment: May begin with one non elf weapon free
Magic Abilities: 3 abilities to begin with
Gold: Begin with 600
Allies: Steeds and NPC’s
Biography:
Forces of Good:
Races:
Good:
Edain- The Edain are the ancestors of the Dunedain of Gondor who ushered in the Age of Men. They are known for the valour in battle and there loyalty to the elves, the name Edain means elf-friends.
Dwarves- The shortest of the host of the forces of good the dwarves also posses the greatest physical strength as they are creations of the Smith God Aule. The masks they wear can withstand the heat of the Urloki Fire Dragons.
Noldor Elves- The smith elves who came out of the West to recover the silmarls and have founded kingdoms in the North as well as Nagothrond to the South. There strength has been severly weakened however since the 5th battle. Due to a past sin of kin-slaying a doom has been placed on the Noldor, whether they can escape remains to be seen.
Sindar Elves- Teleri who have not completed their journey into the west they were in Belerand long before the coming of the other forces of good came into this land. Its capital of Doriath is home to Menegroth the greatest of all the elven realms of old in Middle Earth.
Green Elves- Elves in the forests on the western side of the blue mountains. These elves are few in number and lightly armed but extremely stealthy. They are loyal to the Sindar.
Sylvan Elves: The Dark Elves who never have seen the lights of the west and never will. They are a rare sight in the 1st Age but make up much of the elf realms in later ages after the War of the Wrath.
Good Upgrades (Prestige Classes which are very hard to earn:)
Armorer: A capable of forging armor and weapons as well as possesing great physical strength
Craftsmen: A masterr craftsman capable of forging magical itsms as well as possessing great magical strength
Guardian: Possesing great physical and magical strength.
Master of Nature: A warrior who has been in the woods so much he can communicate with beasts, remain invisible in the wilds and even appear as beasts.
Evil:
Easterlings- From the East Men awakened and many still reside there. The Easterlings are swarthy men who’s strength has mostly failed. The easterlings betrayed the Sons of Feanor in the Battle of Unnumbered Tears and have become fearful minions of the Enemy, Melkor the Morgoth.
Troll- Trolls were created in the pits of Utumno. None of the non-ainur have strength equal to theirs save the Ents have strength matching the trolls. Their weakness though is light, plus they are stupid.
Werewolf- The fiercest of the wolf races.. (cannot use weapons but extremely agile in addition to possessing high strength)
Vampire- Winged bat creatures
Orc- The greatest crime of Melkor the Morgoth against Eru Illuvatar, Created in the pits of Utumno there is no race that is a symbol of the reach of the hand of evil than the orcs. Though not nearly as strong as trolls they are more numerous and much more versatile. Though the greatest of the forces of good can easily slay many an orc, a normal soldier will find them a fearsome opponent.
Evil Upgrades:
If you prove to be a great warrior for Morgoth your character will be sacrificed before the dark lord and you many become the following races:
Balrog- The capitains of Morgoths army, they wield fiery whips that drive foes before them.
Dragon- The dragons cannot wield weapons but have great intelligence and are the fiercest creatures in Morgoths arsenal. The Urloki or fire drakes have not only extremely thick and strong hides but breath fire of which few mortal men can withstand
Equipment::
(Each person begins with 600 gold, and a free starting weapon except for elven weapons)
Melee Weapons:
Long Sword: 100 gold
Broad Sword: 50 gold
Short Sword/ Dagger: 25 gold
Orc Scimitar (orc only)- 10 gold
One-handed Axe: 50 gold
Axe: 100 gold
Double Axe: 150 gold
Spiked Mace: 150 gold
Flail: 200 gold
Warhammer- 120 gold
Dire Mace: 500 gold
Large Warhammer- 300 gold
Smith Hammer- 600 gold (needed to forge weapons if armor but also doubles as a warhammer)
Spear: 300 gold
Pole-arm: 500 gold
Elvish Spear (Good only)- 600 gold
Elvish Double Sword (Good only): 600 gold
Elvish Long Sword (Good only): 600 gold
Elvish Broad Sword (Good only): 500 gold
Elvish Dagger- (Good only) 300 gold
Balrog Fire Whip (Balrog only)- 1000 gold
Range Weapons:
(Note only orcs can use bows on evil side due to dexterity reasons)
Short Bow- 50 gold
Throwing Axe (8)- 50 gold
Bow- 100 gold
Long Bow- 300 gold
Crossbow (Orc Only, extremely high armor penetration but slow refire)- 400 gold
Elven Longbow (good only except dwarves)- 500 gold
Armor (Mithril good only):
Leather Armor- 100 gold
Orc Armor (Orc only)- 50 gold
Mail Armor- 250 gold
Mithril Mail Armor (good only)- 1000 gold
Plated Armor- 500 gold
Mithril Plated Armor- 1200 gold
Elvish Cloak- 300 gold
Dwarven Mask (to withstand fire): 2000 gold
Mounts-
Pack Pony- 300 gold
Work Horse- 500 gold
War Horse- 700 gold
Wolf Hound (Good only)- 600 gold
Warg (Evil only)- 600 gold
Mercenary-
(Muist correspond to your faction)
Sylvan/ Green Elf Ranger (Scout)- 1000 credits
Sindar Soldier (Meduim Elven Soldier)- 1500 credits
Noldor Soldier (Heavy Elven Soldier)- 2000 credits
Sindar Calvary (Light Calvary)- 2500 credits
Noldor Calavary (Heavy Calvary)- 3000 credits
Edain Bandits- 1000 credits
Edain Militia-1500 credits
Edain Heavy Soldiers- 2000 credits
Edain Calvary (Meduim Calvary)- 2500 credits
Edain Knight (Heavy Calvary)- 3000 credits
Dwrven Heavy Soldier- 3000 credits
Orc Soldier- 500 credits
Orc Crosbowman-1000 credits
Warg Rider- 1800 credits
Troll Guard- 5000 credits
Magics:
Reasonable magic is allowed. Lower classes may not use much magic whereas higher classes may use it more liberally. You can have 3 magic powers which are to be approved with character.
Map ardentwebdesign.com/tolkien/images/non_books/beleriand.gif
(GM’s: Triyun and Zorak)
Rules:
1) Respect GMs
2) No God Modding
3) Gold and character upgrades will be handed out by GM’s
4) Orcs are not easy kills early on and orc characters are equals. I know orcs are killed by heros in Tolkeins world easily but you aren’t legends yet.
5) Magic abilities must be approved.
6) Free temporary NPC control may be given from various kings, these must be approved with a GM.
Basic Character Template:
Name:
Race:
Presitge Class (if applicable):
Age:
Realm of Current Residence:
Description:
Equipment: May begin with one non elf weapon free
Magic Abilities: 3 abilities to begin with
Gold: Begin with 600
Allies: Steeds and NPC’s
Biography:
Forces of Good:
Races:
Good:
Edain- The Edain are the ancestors of the Dunedain of Gondor who ushered in the Age of Men. They are known for the valour in battle and there loyalty to the elves, the name Edain means elf-friends.
Dwarves- The shortest of the host of the forces of good the dwarves also posses the greatest physical strength as they are creations of the Smith God Aule. The masks they wear can withstand the heat of the Urloki Fire Dragons.
Noldor Elves- The smith elves who came out of the West to recover the silmarls and have founded kingdoms in the North as well as Nagothrond to the South. There strength has been severly weakened however since the 5th battle. Due to a past sin of kin-slaying a doom has been placed on the Noldor, whether they can escape remains to be seen.
Sindar Elves- Teleri who have not completed their journey into the west they were in Belerand long before the coming of the other forces of good came into this land. Its capital of Doriath is home to Menegroth the greatest of all the elven realms of old in Middle Earth.
Green Elves- Elves in the forests on the western side of the blue mountains. These elves are few in number and lightly armed but extremely stealthy. They are loyal to the Sindar.
Sylvan Elves: The Dark Elves who never have seen the lights of the west and never will. They are a rare sight in the 1st Age but make up much of the elf realms in later ages after the War of the Wrath.
Good Upgrades (Prestige Classes which are very hard to earn:)
Armorer: A capable of forging armor and weapons as well as possesing great physical strength
Craftsmen: A masterr craftsman capable of forging magical itsms as well as possessing great magical strength
Guardian: Possesing great physical and magical strength.
Master of Nature: A warrior who has been in the woods so much he can communicate with beasts, remain invisible in the wilds and even appear as beasts.
Evil:
Easterlings- From the East Men awakened and many still reside there. The Easterlings are swarthy men who’s strength has mostly failed. The easterlings betrayed the Sons of Feanor in the Battle of Unnumbered Tears and have become fearful minions of the Enemy, Melkor the Morgoth.
Troll- Trolls were created in the pits of Utumno. None of the non-ainur have strength equal to theirs save the Ents have strength matching the trolls. Their weakness though is light, plus they are stupid.
Werewolf- The fiercest of the wolf races.. (cannot use weapons but extremely agile in addition to possessing high strength)
Vampire- Winged bat creatures
Orc- The greatest crime of Melkor the Morgoth against Eru Illuvatar, Created in the pits of Utumno there is no race that is a symbol of the reach of the hand of evil than the orcs. Though not nearly as strong as trolls they are more numerous and much more versatile. Though the greatest of the forces of good can easily slay many an orc, a normal soldier will find them a fearsome opponent.
Evil Upgrades:
If you prove to be a great warrior for Morgoth your character will be sacrificed before the dark lord and you many become the following races:
Balrog- The capitains of Morgoths army, they wield fiery whips that drive foes before them.
Dragon- The dragons cannot wield weapons but have great intelligence and are the fiercest creatures in Morgoths arsenal. The Urloki or fire drakes have not only extremely thick and strong hides but breath fire of which few mortal men can withstand
Equipment::
(Each person begins with 600 gold, and a free starting weapon except for elven weapons)
Melee Weapons:
Long Sword: 100 gold
Broad Sword: 50 gold
Short Sword/ Dagger: 25 gold
Orc Scimitar (orc only)- 10 gold
One-handed Axe: 50 gold
Axe: 100 gold
Double Axe: 150 gold
Spiked Mace: 150 gold
Flail: 200 gold
Warhammer- 120 gold
Dire Mace: 500 gold
Large Warhammer- 300 gold
Smith Hammer- 600 gold (needed to forge weapons if armor but also doubles as a warhammer)
Spear: 300 gold
Pole-arm: 500 gold
Elvish Spear (Good only)- 600 gold
Elvish Double Sword (Good only): 600 gold
Elvish Long Sword (Good only): 600 gold
Elvish Broad Sword (Good only): 500 gold
Elvish Dagger- (Good only) 300 gold
Balrog Fire Whip (Balrog only)- 1000 gold
Range Weapons:
(Note only orcs can use bows on evil side due to dexterity reasons)
Short Bow- 50 gold
Throwing Axe (8)- 50 gold
Bow- 100 gold
Long Bow- 300 gold
Crossbow (Orc Only, extremely high armor penetration but slow refire)- 400 gold
Elven Longbow (good only except dwarves)- 500 gold
Armor (Mithril good only):
Leather Armor- 100 gold
Orc Armor (Orc only)- 50 gold
Mail Armor- 250 gold
Mithril Mail Armor (good only)- 1000 gold
Plated Armor- 500 gold
Mithril Plated Armor- 1200 gold
Elvish Cloak- 300 gold
Dwarven Mask (to withstand fire): 2000 gold
Mounts-
Pack Pony- 300 gold
Work Horse- 500 gold
War Horse- 700 gold
Wolf Hound (Good only)- 600 gold
Warg (Evil only)- 600 gold
Mercenary-
(Muist correspond to your faction)
Sylvan/ Green Elf Ranger (Scout)- 1000 credits
Sindar Soldier (Meduim Elven Soldier)- 1500 credits
Noldor Soldier (Heavy Elven Soldier)- 2000 credits
Sindar Calvary (Light Calvary)- 2500 credits
Noldor Calavary (Heavy Calvary)- 3000 credits
Edain Bandits- 1000 credits
Edain Militia-1500 credits
Edain Heavy Soldiers- 2000 credits
Edain Calvary (Meduim Calvary)- 2500 credits
Edain Knight (Heavy Calvary)- 3000 credits
Dwrven Heavy Soldier- 3000 credits
Orc Soldier- 500 credits
Orc Crosbowman-1000 credits
Warg Rider- 1800 credits
Troll Guard- 5000 credits
Magics:
Reasonable magic is allowed. Lower classes may not use much magic whereas higher classes may use it more liberally. You can have 3 magic powers which are to be approved with character.
Map ardentwebdesign.com/tolkien/images/non_books/beleriand.gif