Showing posts with label Lord of the Rings. Show all posts
Showing posts with label Lord of the Rings. Show all posts

Saturday, March 23, 2013

Far under the living earth, where time is not counted: Moria


The image on this older edition's cover is from Ralph Bakshi's Lord of the Rings movie of 1978.
     ‘There is a way that we may attempt,’ said Gandalf. ‘I thought from the beginning, when I first considered this journey, that we should try it. But it is not a pleasant way, and I have not spoken of it to the Company before. Aragorn was against it, until the pass over the mountains had at least been tried.’
    ‘If it is a worse road than the Redhorn Gate, then it must be evil indeed,’ said Merry. ‘But you had better tell us about it, and let us know the worst at once.’
     ‘The road I speak of leads to the Mines of Moria,’ said Gandalf. Only Gimli lifted up his head; a smouldering fire was in his eyes. On all the others a dread fell at the mention of that name. Even to the hobbits it was a legend of vague fear.[…]

     ‘I too once passed the Dimrill Gate,’ said Aragorn quietly; ‘but though I also came out again, the memory is very evil. I do not wish to enter Moria a second time.’

-- The Lord of the Rings, The Fellowship of the Ring, Book Two, Chapter IV: A Journey in the Dark

     ‘Long I fell, and he fell with me. His fire was about me. I was burned. Then we plunged into the deep water and all was dark. Cold it was as the tide of death: almost it froze my heart.’
     ‘Deep is the abyss that is spanned by Durin’s Bridge, and none has measured it,’ said Gimli.
     ‘Yet it has a bottom, beyond light and knowledge,’ said Gandalf. ‘Thither I came at last, to the uttermost foundations of stone. He was with me still. His fire was quenched, but now he was a thing of slime, stronger than a strangling snake.
     ‘We fought far under the living earth, where time is not counted. Ever he clutched me, and ever I hewed him, till at last he fled into dark tunnels. They were not made by Durin’s folk, Gimli son of Gloin. Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he. Now I have walked there, but I will bring no report to darken the light of day.’ 

– The Lord of the Rings, The Two Towers, Book III, Chapter V: The White Rider

There is something alluring yet horrifying about the depths of the earth. Below us are hidden places, caverns and passages sitting silent in the dark, mysteries stretching down through the ages never to be delved. Some are delved into, though, as we dig and mine, looking for treasures, while others reach up and open onto the surface, tempting spelunkers and offering shelter for man and beast. Even the most innocuous cave opening evokes a hint of the unknown, haunting the imagination. Thus, it is no surprise that caves and dark passages and gaping underground chasms figure into so many myths and legends, from the bleak, hushed land of listless dead of Hades, to the underworld of Jules Verne.

Tolkien's Middle-earth has more than its share of underground passages. From King Thingol's Menegroth to Morgoth's Angband, from the Goblin-king's city to Thranduil's palace in Northern Mirkwood, Middle-earth's surface has been riddled with delvings. Even Middle-earth's most humble folk, the Hobbits, dig holes in the ground to live in. However, the mightiest delvings are dug by the people for whom the underworld is home, a people created beneath the mountains and not the sky. Seemingly part of the living rock itself, the Dwarves have spent much of their history carving great and vast halls and cities stretching beneath hills and mountains all over Middle-earth. Much of that history has also seen those deep dwellings invaded and wrested from the hands of the Dwarves, to fall to the forces of evil. The greatest of all such cities was Moria.

Called Khazad-dum by the Dwarves, Moria was, by the time of Bilbo and Frodo, a name that evoked dread even amongst the unworldly Hobbits. A vast, multilayered city under the Misty Mountains, Moria was once the pride of Dwarves everywhere. It fell to darkness, the Dwarves driven from their greatest stronghold. Centuries after the fall, Moria was a shadowy realm, its state unknown. Attempts to retake the city met with failure, with even Balin's initially successful colony falling silent after years of gradual rebuilding.
There is no doubt that Moria was one of the models for dungeons in roleplaying games. The lost underground city became a template for many adventures for games like Dungeons & Dragons. Eventually, Iron Crown Enterprise's Middle-earth Roleplaying game would complete the circle, detailing Moria itself for game use. The initial book would be greatly expanded years later, but both detail a massive adventure area, filled with detail.
Angus McBride's cover for the revised and expanded Moria book for MERP depicts the Fellowship's desperate battle near Balin's tomb..
Even later, Decipher, another game company, would create the Lord of the Rings Roleplaying Game, for which a massive boxed set would be published that detailed another take on the Dwarven city.
Box lid of Decipher's Moria. The image quality is poor due to the box being too large for my scanner.
I will deal with Decipher's boxed set later.

In some ways, I consider the two editions of Moria to be the masterworks of Iron Crown Enterprise's Middle-earth Roleplaying game. Not only do they evoke the atmosphere of Moria as depicted by Tolkien, they also embody the quintessence of the roleplaying game dungeon adventure. Integrating the two isn't necessarily as easy as it might seem; published roleplaying game adventures are not often as massive or evocative as what Tolkien described. The design team at ICE came up with clever ways to bring to life a massive underground city in a limited amount of space. 
Stock areas and passages help flesh out a city the size of Moria without having to detail every meter of the place.
As with most of ICE's MERP sourcebook offerings, there is an overview of the climate, ecology, and history of Moria. This is pretty interesting, as it makes the books something of a primer on dungeon adventure design in general. Subterranean flora and fauna are discussed, with how they all interact given some attention. While giving thought to the logic of a given adventure environment is not a recent innovation, and wasn't even when these books were first published, the Moria books are some of the most prominent examples. Using them to depict a non-Middle-earth underground setting would be logical.

The history of Moria is also, largely, the history of the Dwarven people, too. So, as sourcebooks like those for Mirkwood and Thranduil's Halls detail a history of Elven folk and their culture, Moria can be used as a reference guide for Dwarves apart from Moria. The history of the Dwarves is fascinating and filled with setbacks. They persevered in the face of incredible adversity spread over several millennia, maintaining their pride and culture in the face of odds that caused the Elves to slip away into the Uttermost West. Yet the Dwarves never gave up, and continually sought to reclaim their cities and treasures.

The cleverness of the MERP books resides in how practical and modular they are. Examples of typical rooms and passages are given, which lends an efficient air to the material. Tools, machinery, and architecture are depicted and discussed. 

Blended together, all of this combines to give the impression of a bustling, thriving city, whether it is still living or if it is now a shadowed memory.

Both editions are handsome, useful books. The maps in both are, as might be expected from MERP products, outstanding. The illustrations are good in general; I'm especially taken with the art by Kent Burles in the newer edition. It reminds me a bit of the art of Stephen Fabian and George Barr, mostly due to the mood and feel it evokes.
This and the Under-deeps picture above are examples of Kent Burles' expressive art.

Liz Danforth also provides several outstanding illustrations. Both books show MERP at its best; the older from when it had just hit its stride, the newer later in the line's run, when it was about to run its course.
And not to mention the Balrog, here depicted outstandingly by Liz Danforth.
These two books are among my favorite game books.  They both cram a wealth of gaming material between their covers, creating a vivid portrait of a place and a people that would appeal even to a non-gamer.

Moria by Decipher

I won't spend a lot of time on this product, not because it doesn't deserve it, but because I'm not as familiar with it. This is a boxed set - the cover of which can be seen above, which has a still from Peter Jackson's The Fellowship of the Ring. The box contains two books and several maps.One book details Dwarven culture, in a somewhat different, but similar, way to the MERP books. The other covers Moria itself, choosing to do something similar to what was done by ICE by breaking the city down into reusable modular parts. As a whole, this boxed set is much more sparsely illustrated than the MERP books. The maps are nice, and also usable in multiple ways, fitting together almost any way the user of the boxed set would like. It's a good, solid product, but I do prefer the MERP version.

Moria is a vast underworld in any incarnation. Its influence on gaming, as noted, is profound, to the point that there are numerous Morias going by other names; many adventures for roleplaying games use it as a template, whether unconsciously or not. Every deeply-delved dungeon with winding passages and echoing chambers contains a bit of Moria in its shadowed recesses.

Tuesday, September 18, 2012

Adventures in the wilds of Middle-earth - Phantom of the Northern Marches, Trolls of the Misty Mountains, and Haunted Ruins of the Dunlendings

By this point, I've covered almost all the Middle-earth Roleplaying books I own that are set in Eriador. The only ones left that are set west of the Misty Mountains are adventures, which differ from the books that I've discussed up until now. Adventures are more focused, concentrating on relatively small areas, but which are more nebulous in exactly where they are set. They are more about small-scale problems that need solving than sweeping history and epic quests.These problems range from missing people to giants roaming the land to ghostly manifestations. Doughty warriors, mysterious mages, ruthless bandits, and decadent nobles help and hinder the characters belonging to the players. This is the kind of stuff the Rangers took care of, or which slowed Gandalf down when he wasn't hanging out in Hobbiton. It's not all thumping the Balrog or tossing Rings into volcanoes.

First up is Phantom of the Northern Marches.


Daniel Horne is one of my favorite fantasy artists, and he did - and still does, I think - quite a bit of roleplaying game work, including some great Dragon Magazine covers. One of them is one of my favorite D&D images, ever.
Nowadays he seems to be concentrating on classic monster paintings and sculptures. Regardless, I've never seen a bad painting by him. He didn't do a lot of work for MERP (Middle-earth Roleplaying), but what he did was striking.

Besides Horne's fantastic cover, there is a bit of decent interior art, including maps that are different from the gorgeous Middle-earth maps I usually rave about. The maps here are more tactical in nature, showing monster lairs and the like.

Ridorthu has simple tastes, apparently.
The titular Northern Marches are the northern edges of Arthedain and Rhudaur, a rather bleak, wild region of Middle-earth even at the best of times. The town of Novtha Rhaglaw, besides being afflicted with an awkward-to-say name, is an isolated, somewhat ramshackle place. Not far from the land of the Witch-king, Angmar, it nevertheless remains untouched, though doom hangs in the air.

Phantom of the Northern Marches has three main adventures:

The Phantom of the Woods: The folk of Novtha Raglaw are puzzled and unsettled by tales of missing shepherds and strange lights in the woods. Now, a hunter has turned up dead. Could this be the work of barrow-wights, or forces of the Witch-king? Or some other dastardly villain?

The Riddle of Ridorthu: Farms in the area of Novtha Rhaglaw have had livestock come up missing. Huge footprints have been found. Strange sounds in the night seem to come from an invisible source. Shepherding seems to be a hazardous job in Novtha Rhaglaw, as yet another poor sap of that profession is found knocked senseless. So what's going on? It's up to the players and their characters to find out.

Gerse's Bane: A dragon rampages throughout the area. A classic fantasy game scenario, this could spell the end of the player's characters if they aren't careful and don't manage to enlist some aid...could tales of an ancient warrior hold the clue to the dragon's defeat?
The book details the town of Novtha Rhaglaw and its inhabitants, giving characters for the players to interact with. It's a pretty standard affair for a roleplaying game, though the adventures here have more of a fairy tale air than those for games like Dungeons & Dragons. Still, these types of adventures are a tested formula for success, with success defined as the players having fun.

Next, let's look at Trolls of the Misty Mountains.

Yep, another Daniel Horne cover. What's aggravating is that Iron Crown Enteprises (ICE), publisher of MERP, chose to do some of these covers as semi-wrap-arounds, with about a third of the image continued on the back cover. While this makes for a nice, almost letterboxed look, it's tough to scan and even tougher to post the two parts side-by-side here on blogger.

Yeah, tiny, I know. That's the only way I could get them to sit side-by-side. Here's a bigger version of the front cover, because it deserves to be seen.

Cool stuff, huh? Horne definitely has his own take on what trolls look like, and I think his interpretation is pretty fun, yet a little scary, though in a children's-storybook way. Even some of the interior art, by Denis Loubet, is whimsical.
Trolls aren't the most observant creatures.
Trolls of the Misty Mountains is set in the region of Rhudaur that approaches the western foothills of the Misty Mountains. As you might have guessed, there is gonna be a good bit of troll action in this one. As with Phantom of the Northern Marches, Trolls of the Misty Mountains has three main adventures. The adventures are linked by a couple of isolated fortresses of Arthedain, which has tried to extend its grasp now that its brother-kingdoms of Cardolan and Rhudaur are gone, or nearly so. The players' characters are sent out to scout for the construction of a road between the fortresses. But, y'know, there are trolls, so it's not just a surveying job.

The Adventure of Duildin Hill involves farmers approaching the characters of the players to help them get rid of trolls raiding their farms. Guess where the trolls live? It's a fairly straightforward mission, but there are a few complications that may not be too much of a surprise. Still, it's an adventure in the classic mold.

Adventure at the Village of Garkash is another classic, and is also straightforward. An orc village has a bridge that lies right on the route for the road the player characters are scouting. It may seem uncomplicated, but the orcs have a few surprises to spring.

Adventure at Maes Fao is set in a forbidding gorge on the path of the proposed road. The player characters end up searching for an ancient artifact, an heirloom of the last king of Rhudaur. They aren't the only ones, though; the Dark Lord's reach is long, and his agents seem everywhere. There are trolls, yes, but they may only be tools of more calculating villains.

Trolls of the Misty Mountains is a pretty good mini-campaign for characters still learning to be heroes.

Haunted Ruins of the Dunlendings is, technically, not set in Eriador, but was more intended to be set somewhere near the Paths of the Dead in the White Mountains of Gondor. Still, as is stated in the book itself, it can be set just about anywhere Dunlendings live or once lived. This includes the Southern Misty Mountains.
This time, the wraparound cover is by Gail B. McIntosh, who did other MERP covers, including Hillmen of the Trollshaws. This cover is exceptional, also evoking a fairytale feel, reminding me a bit of Victorian-era illustrations by artists like Anne Anderson.
The Miller's Daughter by Anne Anderson
Anyway, this McIntosh cover deserves to be shown larger, so here 'tis.


 As with the other two books I've discussed in this post, this one has three adventures.

Adventure at Minas Anghen involves the tower of a Seer, or wise woman. The trade road that runs near the tower has become a dangerous place, with passing merchants often ambushed and robbed or slain. Rooting out the bandits and discovering the fate of the Seer and her tower draws the player characters to the area.

There are some nifty maps and schematics in this book, and Minas Anghen is the subject of some of the better ones.

Side view of Minas Anghen
Adventure at the Seven Stones (Setmaenen) is set at a site sacred to the Dunlendings, a stone dome with surrounding standing stones. A cursed artifact has made the place unclean, and the site has been closed off until the Dunlendings have made right the Oathbreaking, which is where they betrayed oaths they made to Gondor and the Elves. By the way - this curse was only lifted when Aragorn called on the Dead Men of Dunharrow to fulfill their Oaths, and help smash Umbar and rescue Minas Tirith. So, this adventure may be more or less interesting depending on the time period in which it is used. 

This adventure also has some nifty pics, the best of which is this one:

Adventure at Hogo Tarosvan deals with a site where the cursed dead were buried in cliffside caves, a forgotten village, and a fertile valley. This particular adventure is especially spooky, but is also more wide-ranging, both in territory and theme. The writers manage to evoke a feeling of evil that is not exactly that of Sauron, but is dreaded nonetheless. This one also has some interesting pictures.

 I also would be remiss if I didn't share this truly awesome picture by Jim Holloway, which deserves a spot of its own on this post:
These three books present an interesting glimpse of Middle-earth from a perspective not often delved into. Beyond the forests of the Elves and the Shire of the Hobbits, the wilds of Middle-earth are open and trackless, full of ancient and forgotten danger. I think my reassessment of these books is among the more radical of those I've made as I've done these Middle-earth roleplaying blogs. I didn't think much of them for the longest time, but looking at them in the context of what I've read and commented on up to this point, they really seem to have more substance and interest than I ever gave them credit for.

Saturday, September 8, 2012

The Middle-earth Roleplaying books, and why I post about them so much.


In case you've wondered...

Those following along will no doubt notice I've concentrated on Middle-earth Roleplaying (MERP) Game products quite a bit these past few months. To give myself structure, and to cover a subject I don't see much coverage of these days, I landed on these books as just the ticket. As time has gone along, the project has taken on a life of its own, as I work to cover and analyze and reminisce upon all the MERP books I own. It's definitely an obscure subject to some, especially those with no interest in gaming. The internet, though, is the haven for the obscure.

The truly unfortunate thing about MERP is that the books for it will almost certainly never see print again. The license for Tolkien's work is long gone for MERP. The books become more rare as time goes along, the prices for those that turn up on Amazon and eBay steadily escalate. The work put into them languishes. It's truly unfortunate, as the longer I pore over these books, the more I recognize just how good they are, how useful. The art, the writing, the game design, the charts...all are a wealth of largely untapped potential.

I don't know the solution. Perhaps rewrite it all to remove Tolkien's intellectual property? The removal and replacement of names, a reworking of the map, and much of it could easily be used in the context of another game. After all, Tolkien's impact upon fantasy roleplaying games is obvious and profound, and much of the material in these books is not anything Tolkien created. But, the amount of work to do all this might be enough that one might just as well create entirely new material instead.

The MERP line was extensive and long-lived, for a while a legitimate and major competitor in the roleplaying game field. I hope I've shown why that was, and called attention to the work of many talented folk who go unsung.

On another, related, note, website io9 posted an interesting article about Tolkien reading a poem from The Lord of Rings in Elvish. Included are links to YouTube videos of a couple of renditions by musicians, one of whom, Donald Swann, arranged and performed his version while Tolkien was still alive. The musical interpretations are very moody, with Swann's being almost liturgical in feel, and capturing the melancholy of the poem's lament. Tolkien reading his own work is a revelation with each listen, the language he created for his Elves liquid and stately as spoken by him. It's absolutely worth clicking the links if you're a Tolkien fan. It's also worth listening to Tolkien read from "Riddles in the Dark," a chapter from The Hobbit.


Tolkien has a way of evoking the dark, silent, orc-infested underworld in which Gollum lived and Bilbo unhappily found himself, using only his voice and well-chosen words. There are collections of his recordings, and it's too bad he didn't record even more; his oratorical style is almost hypnotic in its intensity and confidence.