Showing posts with label Middle-earth Roleplaying. Show all posts
Showing posts with label Middle-earth Roleplaying. Show all posts

Saturday, June 1, 2013

The road goes ever on...Palantir Quest

 The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can,
Pursuing it with eager feet,
Until it joins some larger way
Where many paths and errands meet.
And whither then? I cannot say.
J.R.R. Tolkien, The Lord of the Rings, the Fellowship of the Ring, Book One, Chapter I: A Long-Expected Party

The Lord of the Rings is a book of endings: the end of the time of Elves in Middle-earth; the end of the reign of the Stewards in Gondor; the end of King Theoden's line, and his life; the end of the tale of the Ringbearers; and, of course, the end of the great Shadow that had darkened the world for millennia, which also ended the third, and very troubled, age of Middle-earth.

Yet, it is also a book of beginnings. The Fourth Age dawns as the book ends. The age of Men begins. Mirkwood is reborn as Greenwood. Elves and Dwarves move into new homes. Throughout Middle-earth a Renaissance starts, with the Peoples of Middle-earth coming together to create a new society. Rebuilding of much that was destroyed is begun. That which was lost is recovered. There is much remembered sorrow, but much hope for the future.

I never felt the need for Tolkien to write more about the Fourth Age. The story, as written, is deeply satisfying, even if also deeply melancholy. His attempt to set a tale in this new Age was soon abandoned by him, and it's understandable why; after the towering achievement of The Lord of the Rings, everything else would have been anticlimactic, and risk undercutting the power of that epic.

However, the needs of a reader and the desires of a roleplaying gamer are two different things. The Fourth Age of Middle-earth is ripe with opportunity for glorious deeds. Many - though not all - roleplaying games are, at their hearts, very optimistic. Adventurers go out to tame the wilds, recover the lost, and rebuild the ruined. For such games, the Fourth Age is a nigh-perfect setting. 

Sauron is gone, but his legacy still lingers. Middle-earth is still a dangerous place. Ancient secrets stand ready to be brought to light. For the first time, Iron Crown Enterprises decided to explore this new Age with a tour-de-force adventure.

I said in the last post that I had finished with the setting sourcebooks for the Middle-earth Roleplaying game. One last book remains that fits within the parameters of this blog. This is not a book about a place, but rather a grand epic journey of exploration and adventure across the entire continent detailed in all those books I've discussed before. This is a search for some of the great treasures of Middle-earth, long thought lost. This is:
Not the most dynamic cover, but one that helps capture an evocative mood and personage of a long-forgotten age.
After years of publishing solid, meticulously-detailed books and adventures for their Middle-earth Roleplaying game, Iron Crown Enterprises began to slow the pace of their production. At least, it seemed that way to me. By the mid-1990s, I rarely saw new MERP books. Occasionally I did see revised and expanded versions of earlier material, ranging from Arnor, which covered the same region as Rangers of the North: the Kingdom of Arthedain, Lost Realm of Cardolan, Bree and the Barrow-downs, and Rhudaur (in the form of Hillmen of the Trollshaws), to Moria, to Mirkwood. There was even, finally, a book dedicated to the Shire itself. Unfortunately for me, though, I decided to pass up these bulked-up books, figuring at the time that I already had the originals, so why would I need these? Given the crazy prices I've seen some of them going for now, and the revised Moria book I did, luckily, find for cheap, I now regret not picking them up when I saw them back then. Regardless, it seemed to me that MERP was slowly fading away as a game; in fact, when I found Palantir Quest for sale as a brand-new product, I was surprised. I'd thought the game had finally given up the ghost before then.

Palantir Quest further surprised me for what it was. Though the bulk of the material ICE published for MERP was set in 1640 of the Third Age of Middle-earth, Palantir Quest finally broke new ground and set the adventure in the Fourth Age. While many of the books and adventures that existed by then had brief notes for the setting at other times, Palantir Quest was the first to be explicitly set after Sauron's fall and the end of the War of the Ring. This was something I'd waited a long time for.

One of the problems with setting a game in Middle-earth is the carefully plotted timeline Tolkien had established. One could ignore the timeline and allow the player characters to do what they wanted, even to the point of changing the entire course of the narrative of The Lord of the Rings. ICE attempted to head-off this potential problem (though some might not see it as a problem at all) by making the time setting for their game material more than 1400 years before Bilbo was born. That era was rife with adventuring possibilities, with little chance of knocking all of Tolkien's story off-track. The downside was that Middle-earth did not much resemble what most potential players would be familiar with going in. There was no Rohan, and there was still a king in Gondor, for two big examples. Still, there was a lot for adventurers to do...but it just never really appealed to me, to be frank.

I've detailed elsewhere how the Fourth Age of Middle-earth is full of gaming potential, without the baggage of books and movies detailing everything about it. The downside to that, of course, is that players, being what they are, and most likely Lord of the Rings fans to boot, will also likely miss being able to interact with some of the setting's most famous characters. Another complaint I've heard about the Fourth Age is that there is "nothing to do." The One Ring is gone, Sauron has fallen, and even his greatest servants have been vanquished. It's an understandable reaction, of course; who wouldn't want the chance to at least help overthrow Sauron? Conversely, many roleplaying game settings don't have such a narrative focus around which they revolve, making the Fourth Age of Middle-earth much more reminiscent of them. It's a wide-open time, with plenty still left to do, and an incredibly long and detailed backstory for it all.
This isn't really related to the adventure at hand, but shows a pretty spectacular moment in Middle-earth history.

Palantir Quest cuts right to the heart of the matter by centering around one of the great remaining mysteries of Middle-earth. The seeing-stones of the folk who founded Arnor and Gondor were powerful and coveted artifacts, desired by everyone from the kings of Gondor to the Dark Lord himself. Few in number in the first place, their numbers dwindled as the centuries went by, lost to war and betrayal. Yet they weren't truly lost; palantiri are nearly indestructible. One was taken to the Uttermost West by the Elves who left Middle-earth at the end of the Third Age. Some may have been rendered unusable: the one in Minas Tirith would only show flames and Denethor's burning hands after that doom-haunted Steward of Gondor took it to his funeral pyre, though someone as strong-willed as Aragorn likely could have used it if he exerted himself greatly; while even if recovered, the one Sauron held at Barad-dur is likely too tainted by evil to ever be usable again by mortals. The Orthanc stone, used by Saruman, is the last known working palantir in Middle-earth, held and used by King Elessar (aka Aragorn) in Minas Tirith. However, three stones still remain unaccounted for, though still in Middle-earth. Locating and recovering them would be a great step in helping the Reunited Kingdom rebuild.
I would have thought they'd make the pedestal taller for the palantiri...

The three remaining palantiri were lost to the depths; the one in Osgiliath fell into the mighty Anduin River, while the other two, one that had been in the tower at Weathertop, the other from the long-ruined city of Annuminas, were lost together in a shipwreck in the far northern sea. These latter two are the focus of the titular quest of the book discussed here.
Polar bears?
Woolly oliphaunts?

Yes, please.
Palantir Quest is a true tour-de-force adventure. It ranges across Middle-earth, from Minas Tirith to the far north, and many familiar sites in-between. It even moves into territory only hinted at by Tolkien, including a hazardous sea-passage to an incredibly ancient ruin on the last bit of land remaining from the great continent of Numenor, which was drowned beneath the sea due to the hubris of its folk. If that last reminds you of Atlantis, it should; the tale of the Numenoreans, Aragorn's ancestors, is, indeed, Tolkien's take on the Atlantean legends. It's not an exaggeration to say that this quest is for lost artifacts of Atlantis, to help rebuild an ancient civilization that fell to its own folly and the anger of the gods.

This is what is called an "event-based" adventure, as opposed to a "site-based" adventure. However, many of the events take place in certain sites, so, in effect, this book is a pretty decent balance of the two. "Event-based" adventures have a negative connotation to some, since such adventures acquired the reputation of having things happen beyond the will or ability of the player's characters to change them. In effect, the players and their characters would become spectators to a story, not forging their own destiny. At their worst, these kinds of adventures are likened to amusement park rides through "haunted houses" or "jungles," where the riders are in no real danger, but also cannot truly interact with what's going on. They're also called "railroads," since they only go in one predetermined route (video games that are like this are said to be "on rails").  

Palantir Quest doesn't fall prey to much of these problems, though I'd suggest a careful reading of the book by the person who is going to run it for the other players. I suggest this so that the gamemaster (the person running the adventure) can grasp some of the possible side adventures, and add to them when and where appropriate. As an example of what I'm getting at, a brief interlude in the Barrow-downs could end up becoming a much more involved adventure of its own; also, the trek from Bree to Annuminas is glossed over, but the players, if they're like most gamers, will likely want to veer off the road or explore the wilderness. Thankfully, ICE's practices of old remain intact in Palantir Quest: there are detailed charts of random encounters possible for most of the regions passed through on the quest. I highly recommend their use, as, too, the climate tables. I'd also recommend the use of the regional sourcebooks in tandem with this book, as many of them contain information easily usable or adapted for the Fourth Age of Middle-earth.

The art is especially good in this book. While it doesn't contain the full-color Peter Fenlon maps of so many MERP books, it does have snippets of them, apparently reused from other books in the series. There are a number of other maps, of specific locations, that help detail the constituent adventures of the larger campaign, and which are pretty nice in themselves. I do have to mention the art of Kent Burles, which makes up much of the character and creature illustrations. I'm particularly enamored of his art, and it's too bad that I haven't seen more of it, either in other MERP books (besides in the expanded Moria sourcebook I mentioned and linked to above) or any other game books I've run across. Still, I greatly appreciate what there is.

I'm avoiding spoilers in this overview. I know it's an almost-twenty-year-old book, but adventures for roleplaying games are, by their nature, evergreen. I'll quote some of the text from the back cover of the book to give an idea of what the quest is all about:

Strange portents in the great Seeing-stone of Minas Tirith give promise that one of the lost palantiri of the North has returned to the lands of Men. Can the adventurers find this legendary treasure and bring it to King Elessar? Rogues of the wilds, blizzards out of the Forodwaith, and the greed in Men's hearts all conspire against them.

Plus, the player's characters get to hobnob with Aragorn and impress him. That's cool in itself.
I really like this depiction of Aragorn, or King Elessar, all decked out in his royal armor.

Being given this quest should come after the player's characters have established a name for themselves. You could start the campaign out cold, with the players using new characters generated to be powerful enough to take care of themselves in a dangerous quest, but it would be way more satisfying for them to be given this quest after several accomplishments under their belts from earlier adventures. Successfully completing it not only results in some great rewards, but also in gaining the trust of the King of Gondor. Of course, such trust means even more quests assigned...there is the issue of the still-missing palantir, washed down mighty Anduin and, likely, into the sea. Who knows where it now rests, or if someone has already recovered it and holds it, ignorant of its power, far to the South? Plus, Aragorn and King Eomer of Rohan will be striking into the East and South to vanquish the armies of Sauron's erstwhile allies, and seasoned, trustworthy lieutenants are always needed...
These places aren't going to explore themselves, after all.

This adventure has a lot of potential for fun. It's a well-thought-out campaign, taking the characters into interesting places in Middle-earth, some they will almost certainly recognize, others merely hinted at in the books and movies. It illustrates really clearly how the Fourth Age of Middle-earth was an untapped reservoir of adventure possibilities, and how disappointing it is that this reservoir was only tapped to this much depth the one time.

In my last post, I noted that it was the last of my essays and reviews of Iron Crown Enterprise's regional sourcebooks for their Middle-earth Roleplaying game. This post is the last on this blog for any MERP books. This book was unique in being a whole complex series of linked adventures, a campaign, rather than detailing a region and including adventure ideas, or an adventure of lesser scope and impact. It might interest the non-gamer who wonders what might have happened after Sauron was defeated; game adventures like this aren't necessarily the best reads for those unacquainted with roleplaying games, but this one is clearly-written enough to be worth a page-through. As such, it seemed fitting to end this series of posts with this book.

So there you have it. A series of articles about MERP books, books that I spent a lot of time poring over long after many a witching hour. In fact, these books were some of the first things I thought of when I first started this Dark Dimension blog. It's satisfying to have taken a close look at all of them, and written about them for those interested. This isn't the end of Dark Dimension, just the end of a project I didn't think I'd have the patience to complete. Stick around, and I'll see what other obscure subjects I can explore that are best perused on the other side of Midnight.

Monday, April 29, 2013

"...the Guarded City, with its seven walls of stone so strong and old that it seemed to have been not builded but carven by giants out of the bones of the earth": Cities of Middle-earth - Minas Tirith

The spiritual heart of Minas Tirith.

This is the last bastion for good in Middle-earth; should it fall, all hope falls with it. A great white stone city, anchored on a mighty mountain, Minas Tirith is the capital and bulwark of Gondor. It is the focal point of Sauron's wrath, the last major obstacle between the Dark Lord and total domination of Middle-earth.
The fate of Middle-earth rested upon the strength of the Great Gate holding just long enough...

As far as I know, this was the only hardback volume in the Middle-earth Roleplaying (MERP) game line by Iron Crown Enterprise (ICE). The Angus McBride cover depicts the climactic scene when the great gate of the city has been breached and Gandalf confronts the Witch-king, the greatest of the Ringwraiths. In many ways, this painting is symbolic of the entire story of the Lord of the Rings, distilling it down to its essence. It's a fitting image for the book and for the MERP line in general.

Minas Tirith was, long before the time of Bilbo and Frodo, one of two tower-crowned fortresses that flanked the greatest city of Gondor, its capital, Osgiliath. At that time, it was known as Minas Anor, the Tower of the Sun. Across the mighty Anduin river, nestled near the Ephel Duath, or Mountains of Shadow, was its sister-fortress Minas Ithil, the Tower of the Moon. For centuries the three cities flourished. Then civil war and plague struck Gondor, and Osgiliath began a long decline into ruin. Then Sauron's lieutenant, the Witch-king, struck Minas Ithil and seized it for the Dark Lord, and it became known as Minas Morgul, the Tower of Black Magic. Afterward, Minas Anor was renamed Minas Tirith, the Tower of Guard, and became the capital and main fortress of Gondor.
The lands immediately surrounding Minas Tirith, including the Pelennor Fields where much blood was shed.

As the centuries wore on, Gondor remained strong, though decline was obvious. King Earnur disappeared into Minas Morgul after foolishly challenging the Witch-king to single combat, leaving no heir. From then on, for nearly a millennium, Gondor was ruled by Stewards who ruled from Minas Tirith. A slow malaise began to take hold of Gondor, a pessimism that poisoned the will of the people there, until by the time Aragorn came to claim his birthright, Minas Tirith was half empty and awaiting the inevitable. Worse by far was the secret that Denethor II, the ruling Steward, had been using the Palantir, the great seeing-stone, to spy on Sauron. The Dark Lord knew this, and manipulated what Denethor saw, poisoning the noble steward's mind with dark images of defeat, until the Steward was driven to near-insanity...and beyond. The corruption of Sauron had finally taken hold directly within Minas Tirith, at the very pinnacle of its power. The great city was teetering on the brink of oblivion.
The Tower of Anarion. This book's interpretation of the city includes a spire on the pinnacle of rock right above the Great Gate.

Cities of Middle-earth: Minas Tirith details the city at a time before Minas Ithil had fallen and a king still sat in the great Tower of Ecthelion. The longevity of the city, and its relative stability, makes the book still usable in any era. Some attention is given to what the city is like in other time periods, and it's easy enough to adjust how the city is described. The culture, architecture, guilds, military, and government remain essentially the same, though, of course, the Stewards take the place of the Kings when Earnur disappears. I've criticized some MERP books for not being very true to the setting Tolkien created, but this book cleaves closely to a Tolkienesque feel. This may not be exactly what Tolkien had in mind, but it evokes the city in a way that seems authentic. As far as I can tell, none of it conflicts with what Tolkien wrote. This is a well-detailed book, and will appeal to those who enjoy reading about Middle-earth, including non-gamers.

For gamers, though, this is quite a package. The city is meticulously detailed, from the surrounding Pelennor Fields to the White Tower at the city's heart. Numerous characters and organizations are given for the player's characters to interact with as they explore one of the iconic locations of Middle-earth. For a long time, I didn't see how there could be much for players to do here, but as time has gone on and I've gotten (somewhat) more mature, I see a wealth of adventure opportunities within the city's environs. Those looking for a "hive of scum and villainy" to carouse in will, perhaps, be disappointed; this is a city in which the adventures are more about maneuvering within various social strata and finding subtle and deeply-rooted corruption, not barroom brawls and "kick in the door" looting. Libraries full of forgotten lore, nobles with mysterious agendas, rivalries between guilds, and even a thieves guild all provide adventure hooks, and any reasonably curious adventurers will find plentiful ways to get into trouble. Even if players simply want their characters to take a tour of one of the great sites of Middle-earth, the information is here for the gamemaster to provide a textured description of the city. This includes sites made famous in the narrative of the book, such as the resting place for Minas Tirith's venerated dead, the Hallows.

This texture is reinforced with the usual MERP game material. Descriptions of the flora and fauna and weather of the area is given. There are tables of major characters to be found in the city, including a table of random encounters for each level, including the Pelennor Fields and the Harlond, Minas Tirith's ship dockyard. Random encounters range from cutpurses to tax collectors...though it may be tough to tell the difference. Even if renamed and used in another setting, there is plenty of material here to run a large, important city.

The only weak point of the book is its illustrations. Let me be clear: Peter Fenlon's maps are as gorgeous as they always are, and some of the high points of the book. The floorplans of many buildings are also well-done. The other art itself is good, though none of it is very dynamic. There are many portraits of city inhabitants, but most are static headshots. Many of those are by the redoubtable Liz Danforth, so it's impossible to really complain about them.
A mysterious inhabitant of Minas Tirith, with designs known only to her.

The problem is the paucity of pictures showing the city as a lived-in place. Street scenes and buildings views are few and far between, and, as with the character portraits, are not very evocative. The building plans are outstanding, but some perspective shots of them inhabited and in use would have helped bring some life to the city. Published about a decade before the Lord of the Rings movies, there wouldn't have been a lot of visual reference material to bolster the book's relative lack of them. Now, though, I'd recommend supplementing the book with still shots from the movies when using it in a game. Still, though, that Angus McBride cover may be the best image he did for the MERP line, and it makes up quite a bit of the ground not covered by the interior illustrations.
And let's not forget this nifty overhead streetplan of the city.

This is a fine book, one of the best of the MERP line. As true to Tolkien's writing as it can be while filling in a lot of detail, Cities of Middle-earth: Minas Tirith is an impressive work for gamers and non-gamers like. Readers and viewers of the Lord of the Rings see it at some of its worst, most desperate moments, yet it still manages to be remembered as a great, beautiful city. Although shadowed by the threat of Mordor to the east, it still manages to shine brightly to the Free Peoples of Middle-earth. Its greatest potential for adventure is during its darkest times; the city would welcome aid as Sauron's forces pour forth to conquer the city. Even after the Dark Lord falls, there is still much to do within the city; help is needed to rebuild, and the spies and agents of Sauron may still reside within, preparing final spiteful strikes to avenge their fallen master. Even ICE saw potential for Minas Tirith as an adventure site in the Fourth Age.
A splendid yet empty hall in Minas Tirith.

This is the final Middle-earth location sourcebook I'll be dealing with here on Dark Dimension. There is one last book in the line I'll cover here, but that will come later. There are other books in the series, but they are more geared to gamers, and will eventually be discussed in another blog. After that last book, I'll swing Dark Dimension's direction away from game books, at least for a while, and delve into more generally interesting topics. I hope everyone who's been reading has enjoyed these posts and gotten something out of them. I've enjoyed writing them and looking back on 25+ years of gaming. The last few posts have taken quite a bit of time to finish and publish, and I still have yet to convince myself to write smaller posts in the interim to break up the long gaps. I hope to fix that, with a few smaller posts here and there, but we'll see...

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.

Wednesday, February 13, 2013

A memory of moonlight, long forgotten: Minas Ithil


From the spider-haunted pass of Cirith Ungol we go now to Minas Ithil, the Tower of the Moon. A city as great as Minas Tirith, it guarded the way into Mordor through the Ephel Duath. Perhaps the nightmarish presence of the Land of Shadow so close tinged the dreamy Gondorian city with a touch of darkness, as well as infusing it with a need for beauty to contrast the horror.
The Tower of the Moon that dominates the city, once a gleaming symbol of peace and beauty. Centuries later, it would be a menacing presence for Frodo and Sam as they attempted to slip into Mordor.
The Tower of the Moon was the ethereally beautiful counterpart to the stalwart Tower of the Sun. Both were bulwarks of Gondor, anchoring the realm and guarding the Gondorian capital of Osgiliath throughout the long centuries. Plague and civil war weakened Osgiliath, and it declined into empty ruin, leaving its guarding cities on their own. Then, fatefully, Minas Ithil, the Tower of the Moon, fell to Mordor's shadow and became Minas Morgul, the Tower of Black Magic. Minas Anor, the Tower of the Sun, then became Minas Tirith, the Tower of Guard, the last and greatest hope for the Free People of Middle-earth. Before Minas Ithil fell, though, it was a vibrant, creative place, a moonlit contrast to the bright warrior-city that took the name of Minas Tirith.
Queen Mirien has decided to make Minas Ithil her personal domain after continued friction with her husband, King Tarondor.
This book details Minas Ithil before it fell to Sauron's forces. It's an interesting place for those who enjoy urban adventures, and is detailed well. The culture of the city is laid out, with attention given to guilds, social strata, spirituality, education, and intrigue. This is a city of learning and art, and space is even devoted in the book to an overview of poetry in Minas Ithil. It also contains one of the few remaining Seeing-stones, or Palantir, that remains to Gondor. Minas Ithil is a living place, though the Great Plague has recently swept through Middle-earth, and while the city has weathered it better than many other places in Gondor, the weakening has begun that will allow the Witch-king to conquer the city centuries to come. The corruption is there, if subtle.
The marble buildings of Minas Ithil stand bravely, but a shadow already creeps within the city.
The book offers a variety of sites within the city for characters to visit, from dive taverns to universities. In this respect, it's one of the better city supplements I've seen for a roleplaying game. The only criticism I can offer happens to be a major one: Iron Crown Enterprises had already published a major city supplement a few years before. Minas Tirith had been given the hardback treatment, detailing the most famous of Middle-earth cities. While Minas Ithil is a much different place, there is a feeling of sameness here. The opportunity was there for a much more dangerous adventure site to be detailed. Minas Morgul would have made an even greater contrast to Minas Tirith.
A portion of Minas Ithil, the city, with Tower of the Moon itself labeled #4.
Perhaps ICE felt that Minas Morgul was the kind of site that would see little use in a game, and if so, then I can understand that reasoning. It would be an incredibly dangerous place for the player characters to attempt to slip into before the War of the Ring. Teeming with evil, the domain of the greatest of the Ringwraiths, instant death would be at hand for most of the Free People. Still...such danger is part and parcel of roleplaying game adventures. The prospect of such a huge, open adventure site would hold an allure for many adventurers. Spy missions involving infiltrating the city are an obvious opportunity for derring-do for those with ice-water blood. After Sauron's fall, Minas Morgul would have been an immediate target of King Elessar, opening up a whole campaign's-worth of adventures as the remnants of the Dark Lord's forces rush to any bastion that remains to them. Sieges, pitched battles, and building-to-building fighting in a city dominated by complete evil for a thousand years, still possessed of macabre secrets, and so infused with corruption that the King of Gondor would have it razed completely, sounds like a lot of fun.
All that said, this is still an outstanding game book, taken on its own. With some adjustment, it could be placed in other settings, or even converted into Minas Morgul. The details provided, from climate and ecology to court intrigue and hidden spider cults, are all interesting and worthwhile. In any other game or setting, it would be considered a classic. It still is a classic, but is overshadowed by its sibling city, Minas Tirith, both as a publication and as a place, and by the city of black magic that it would become. But, that may be my own lingering disappointment than anything else. Setting that aside, Minas Ithil is one of the better MERP books published.

Saturday, February 2, 2013

Along came a spider: The Tower of Cirith Ungol and Shelob's Lair


"There agelong she had dwelt, an evil thing in spider form[...]she was there, who was there before Sauron, and before the first stone of Barad-dur; and she served none but herself, drinking the blood of Elves and Men, bloated and grown fat with endless brooding on her feasts, weaving webs of shadow; for all living things were her food, and her vomit darkness." - The Lord of the Rings, The Two Towers, Book Four, Chapter VIII: Shelob's Lair

When the world was young and the fallen Vala, Morgoth, began his schemes to rule over or destroy Middle-earth, he found an ally in Ungoliant, a great, shadowy spider from a time before the world was created. Down through the long years, Ungoliant's brood infested the desolate places of Middle-earth. From the dense heart of Mirkwood to the borders of Mordor itself, spiders of a size and intelligence seen only in the nightmares of our world wove their webs. In the time of Bilbo and Frodo, there still lived descendants of Ungoliant herself. In the Ephel Duath, the Fence of Shadow that looms on the Western edge of the shadowland of Mordor, lived "Shelob the Great, last child of Ungoliant to trouble the unhappy world."

Sauron is an opportunist and a manipulator. The mighty Smaug and the horrific Balrog were not his servants, yet they anchored strategic areas for him. Whether they were drawn by some subtle influence of Sauron or not is unclear. As the greatest of Morgoth's servants, Sauron may well have drawn upon some glimmer of loyalty these beings felt for the master of them all, exiled into the Outer Dark. But his influence was not great enough to draw them forth into his armies; instead, they claimed realms of their own, content to rule what they had. Sauron's grand strategy was of no concern to them, but neither would they hinder it. It is a happy coincidence for him that these great creatures were in places that might have become strongholds against him. Or was it coincidence? The presence of Shelob in a critical pass into Mordor suggests even more strongly that Sauron could exert his will even on those unheeding of it.

Sam and Frodo's trek through the lair of Shelob imprinted itself on my mind from the first time I read it. Absolute darkness in a cave labyrinth is unnerving enough; finding that a true nightmare lives within it seized my imagination. Spiders are not among my favorite creatures in the first place; the thought of a giant one lurking in the dark, awaiting those rendered helpless by imposed blindness, was chilling, and still is. The taunting spiders of Mirkwood were a fairytale menace, and even little Bilbo could hew his way through them, at least when armed with the redoubtable Sting. Their mother, though, was no fairytale creature; she was pure night terror, mindless and driven by dark instinct. But, it was inspiring to find that Sting, the bane of her brood to the North, could also deal her grievous harm.

Tolkien did much of the work in creating iconic monster lairs in the fantasy genre with which we are now familiar. The great halls of Smaug's stolen domain in Erebor is a quintessential Dragon's lair. Moria is a classic Goblin haven, with the King Under the Mountain now a Demon of fire. And, of course, Torech Ungol, Shelob's foul nest, can be found echoed even in modern science fiction, manifesting as the hives of the cinematic Aliens.
A portion of Torech Ungol, Shelob's nest; consider walking through it in pitch darkness, with a foul stench and bits of webbing to confuse and confound you.

The Tower of Cirith Ungol and Shelob's Lair is a Middle-earth Roleplaying adventure of the first order. Set over thirteen centuries before the time of The Hobbit and The Lord of the Rings, the book provides detailed overviews of the climate, flora, and fauna of a relatively small part of the Ephel Duath. Interestingly, the time period is one in which Gondor still keeps a watch in force on Mordor, with a garrison in Cirith Ungol, and the city of Minas Ithil still centuries from falling to Sauron's forces and becoming the evil city of Minas Morgul. Orc tribes lurk in the area, Hill Trolls can be found, and, of course, there are Spiders of all sizes, up to and including Shelob herself. There are notes on using the area and tower of Cirith Ungol after it has fallen to Sauron, so it wouldn't take much work to make this book usable in any era. In fact, it could be used to show the area after Sauron has fallen, and Aragorn, now King Elessar, has sent forces to retake and man Cirith Ungol as Minas Morgul is retaken and destroyed.

Shelob herself is detailed using the Middle-earth Roleplaying (MERP) game system, and she's pretty horrible, as you might expect. Her lair of Torech Ungol is shown to be twisting and confusing, perfect for getting player characters lost. The great Spider herself is described as being literally a Demon, which makes sense given her ancestry. She is also described as having numerous magical abilities, which, at first, I wasn't too keen on - she never demonstrates anything like them in Tolkien's book - or so I thought. Looking more closely at the sequence in Tolkien's book, though, most, if not all, of these abilities can be rationalized as innate abilities used by way of pure malevolent instinct. They mostly deal with Shelob being able to resist damage and frighten her prey. The latter seems like overkill, since a Spider of her size is automatically guaranteed to scare the waybread out of those unfortunate enough to encounter her. However, considering the thick darkness that defies even the Phial of Galadriel, and the choking horror that seems to lurk about the place, attributing much of it to Shelob's supernatural essence as a Demon seems more than reasonable to me.

This is a particularly solid entry in the MERP line. It resembles classic Dungeons & Dragons adventures in its focus and its underground exploration. Actually, it's more correct to say that Dungeons & Dragons adventures resemble it, because the entire sequence of Shelob's lair in The Lord of the Rings almost certainly had a good deal of influence on D&D in its early incarnations.

Sunday, January 27, 2013

A wretched hive of scum and villainy: Brigands of Mirkwood

South of the East Bight, the treeless gouge in the eastern side of Mirkwood, a shadow has crept across the forest. Grim folk and dark creatures make their homes there, while others are transients, moving from one evil place in Middle-earth to another. Mercenaries, spies, and unscrupulous merchants ply their trades from the empty lands West of the Misty Mountains to the plains of the East, Rhun and beyond. Just beyond the East Bight is a crossroads of sorts, the town of Strayhold. Corrupt and colorful, few of the good folk of Middle-earth find their way here. Instead, it is the base for the Brigands of Mirkwood.
The ragged-edged town of Strayhold is a strange place in Middle-earth. Perpetually awake, the flames of torches and lanterns has caused some to dub it Fire Town. It seems a festive place in some ways, with music and carousing to be found at all hours. Yet, it is a festivity that is much like a nightmarish version of the grand celebrations of the Elven-king's court far to the North. Here, though, there is no underlying decency and concern for the well-being of others. The populace is a random hodge-podge of bandits and refugees, earning it the name of Strayhold quite deservedly.

This is a place that will draw the attention of any adventurer in Middle-earth. The foes of the Dark Lord, and those who would do his bidding, will both find much to attract them. It is a raucous place, with the energy of a frontier town, and the decadence of a civilization in decline, corrupted by long years of being a waystation for those who travel to the haunted lands of Middle-earth.

Southern Mirkwood and the lands beyond; Strayhold lies in the southeastern quarter of the map, just beyond the "thumb" of Mirkwood sticking out below the East Bight.
Strayhold is an "evil twin" of many places in Middle-earth. It has the raucous holiday energy of the Elven-king's realm, a melting-pot populace that echoes that of Bree-land, and a wildness that must be akin to that of Tharbad in its decline. The book details numerous characters for the player's characters to deal with, and numerous sites within the town that will naturally draw attention. These latter range from the inevitable taverns to guild-halls for thieves and beggars. The entire city is a black market, with just about any good or item in Middle-earth being available here, for a price. Strayhold is a town for those who have no place left to go, or those who are on their way to even less savory places.

Besides extensive descriptions of the people and places of Strayhold, the book also contains several adventures, three of which are the main focus of the book. Excursion to the City of Strays involves the player characters being hired to acquire a book from a bookseller in the "beggars quarter" part of the town. This is primarily a MacGuffin to get the characters into the town and get a good dose of the two-fisted, fun side of the place. Raid on the Clan-Hall of Rogues has the player's characters asked by some good folk to recover a horn sacred to them from the titular location - the thieves' guild, in other words. The Castle of Leardinoth has no less a personage than Gandalf the Grey himself(!) enlisting the player characters to take down the evil wizard who rules over Strayhold. This will be no easy task, even taking into account that it requires having fun storming the castle; the wizard was trained by no less a personage than the Necromancer himself(!!) In addition, there are a few adventure ideas to keep the player characters busy in the town.

All in all, Brigands of Mirkwood is a solid little book in the Middle-earth Roleplaying line from Iron Crown Enterprises. The Angus McBride cover is dynamic, and the maps, especially the always-impressive regional map by Peter Fenlon, are colorful and evocative. The book gets close to the line between what I think Middle-earth "feels" like and what it doesn't "feel" like, and, I think, straddles that line a bit. Still, the designers did a pretty decent job extrapolating how such a location would come to be and continue to exist in Middle-earth, without resorting to anything truly outlandish.

Saturday, January 12, 2013

From the depths to the heights: Goblin-Gate and Eagle's Eyrie


The Misty Mountains rise up like a spine in Middle-earth, a barrier and dwelling-place for both good and evil. Mighty Eagles roost atop mountain peaks, lofting into the air to patrol the lands about for evil. Deep beneath the mountains, once the domain of the Dwarves, lurk servants and allies of the Shadow. And in one forgotten corner of a Goblin labyrinth, the greatest treasure and worst danger of Middle-earth lay hidden. This is the Goblin-Gate and Eagle's Eyrie.
Topographical map of the route Thorin & Co. took, which came to near-disaster.
What lies beneath the Misty Mountains cold.
The Misty Mountains were every bit as mysterious and dangerous as any other region of Middle-earth.  Wreathed in clouds and fog, they held many secrets. Home to Men, Orcs, Dwarves, Eagles, and Giants, the mountains themselves seemed to be imbued with an intelligence, a watching and capricious sentience. At times they seemed jealous of their passes and craggy roads, working against those who dared to pass through uninvited. Perhaps this was the work of malevolent spirits of the mountains, working according to their own whims or, perhaps, at the behest of the Dark Lord himself. Whatever the case may be, there was a looming menace to the mountains.
Another outstanding map by Peter Fenlon.
Iron Crown Enterprises' Middle-earth Roleplaying (MERP) game line seemed at its best when it covered some of the most familiar locations in Middle-earth. This book is no exception, and is one of their better efforts. Weighing in at a slim 42 pages, it is dense with information, a lot of it worthwhile reading. As with all MERP books, it explores the geography, environment, flora, and fauna of the covered region, in this case the central Misty Mountains. Travel through and around the mountains is discussed, with all the attendant obstacles and encounters, from the weather to the cultures of the various beings that live there. The research and extrapolation done is reflected in how believable the area described is, taking Tolkien's descriptions and fleshing them out even beyond his own meticulous attention to details. It lends a dimensionality not often found in game books.

There is a wealth of adventure sites and ideas here. From the inaccessible nests of Great Eagles to the deepest Goblin hole, Goblin-Gate and Eagle's Eyrie covers it all. Besides retracing the steps of the heroes of The Hobbit, which can certainly be done using this book, there are plenty of other places to go and things to do. A trading town provides for both urban intrigue and a base of operations for adventurers.
A Northmen town for the players to have their characters trash.
I think I was most amused by a map for the Eagle's Eyrie, given its nearly-impossible-to-reach positioning, and its simplicity.
Players will always find a way to get to places like this, so I suppose it's best to be prepared.
Of course, the meat of this book is the layout and description of the underworld city of the Goblins. For once, it doesn't seem that this is a place stolen from the Dwarves, evidenced by the comparatively less orderly nature of the "city" - these are natural caverns, expanded upon, perhaps, but in a chaotic, almost random fashion.
Dark labyrinths sprawling with little rhyme and reason seem fitting as the dwelling-places for Goblins.
A history of the entire region is given, though it's more brief than that found in many of the other MERP books. Not a lot changes here throughout the Ages, so the book can be used, with a minimal amount of tweaking, to cover just about any given period of time in Middle-earth.

The Goblin-town is quite a place to explore, a classic dungeoncrawl if there ever was one. Yeah, I make it one word; consider it part of my own personal style guide. The place is full of danger - if you've read The Hobbit, you know what it's like: impenetrably dark and full of Goblins. And yes, Gollum himself can be found, though the likelihood changes depending on when the player characters decide to go spelunking, and even then it'll take a bit of luck. More than a bit, actually. Even if Gollum isn't there, there's still a lot to deal with.
And if he is there, then players can make things more complicated as history is changed. Middle-earth history, but still.

The book provides a few interesting adventures. One even has the player characters hired by a pretender to the Goblin throne to take out the current Great Goblin. It's an intriguing idea, and clever players might be able to have their characters play out the situation in such a way that the Goblins in Goblin-town are rendered paralyzed as a threat as they fight amongst themselves. It's certainly not an original concept, but the familiarity of the location and creatures involved to those who've read the book or seen the movie(s) may lend it an air of excitement and importance that other RPG adventures like it don't have.
Some of the illustrations for MERP books suggest a more simian look to Orcs, Goblins, and Trolls than I've seen in other sources.

This is a good, solid entry in the MERP line. This is from a period when ICE had hit its stride with MERP. The art, the maps, and the content all gel together into a whole that can provide for a lot of fun.

One last thought. It's always struck me that the Goblin army that sallied forth from Goblin-Gate had a helluva march from the Misty Mountains to Erebor. Even if they marched through Mirkwood, which I doubt, they still had a long march through hostile territory, and had to have a vulnerable supply-line. I suppose they could have pillaged and foraged along the way, but given how they managed to surprise the armies of the Free Peoples, you'd think their coming would have been noted much earlier had they been tearing up the lands they passed through. Plus, coordinating their attack to coincide with that of the Orcs from the Grey Mountains and Mount Gundabad is quite a feat in itself. Bolg, the Orc king in Gundabad, must have been an uncommon leader and military genius, and his death may have been more of a blow to the forces of evil in Northern Middle-earth than even the annihilation of the Orc and Wolf armies under his command at the Lonely Mountain.

Even more of a genius is Gandalf, whose machinations seem to have orchestrated, in one fell swoop, a whole slew of victories for the good folk of Middle-earth: the Ring was located and in the hands of one who would not use it in a way that drew Sauron's attention until much later; a huge force of Orcs and their brilliant leader were laid low that might otherwise have been a decisive factor in the coming war against Sauron (as it is, they had recovered enough by the time of the War of the Ring to tie down much of the armies in the North); Smaug, the greatest of Dragons still remaining in Middle-earth, was killed and his threat removed; and the Free Peoples of the North had found common ground and thawed the relations between them all, and began a tradition of working together. So in many ways, Goblin-Gate and Eagle's Eyrie was a pivotal place in Middle-earth history.