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Progression in the advancement of
an Attribute or Skill beyond initial character generation
is subject to the following costs for each race: |
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*
Maximum for High Men
** Maximum for Silvan or Dwarf

* Maximum for High Men
** Maximum for Silvan or Dwarf
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The
noticeable difference in the power levels of the
races is somewhat offset in the limits of Experience
that each can gain per session. These numbers
are the highest one can hope to achieve and certainly
the Gamemaster can grant less than this amount
if warranted.
One of the key factors in establishing
a sliding scale of Experience is age. Elves, Dwarves,
and even the race of High Men are immortal or
live unusually long lives. It can be assumed that
these races have longer to hone their Attributes
and Skills and thus do not require advancement
as quickly in comparison to the relatively short-lived
races of Middle and Low Men or Hobbits. |
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Time does not remain still for the
mortal races of Middle-earth. Eventually, as the
years pass, and age will wear down the mind and
body. Characters in Hither Lands will begin the
game in the prime of their lives. However, a day
will come when this is no longer the case and Attributes
shall begin to decrease.
STARTING
AGE BY RACE:
- Elven – Might x Wisdom x 72
- Dwarf – Might + Wisdom + 36
- Hobbit – Might +Wisdom +30
- High Men – Might + Wisdom + 24
- Middle Men – Might + Wisdom + 18
- Low Men – Might + Wisdom + 12
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Once
a character reaches a certain age in life, they
must make an annual deterioration check. While
in the age category of Old, a character will make
a Test of Age (Wisdom + Will + d12) at -3. Failure
will result in the loss of one Attribute point
for each number under 12. Once a character has
reached the Aged category the yearly test must
be made with a -6 penalty. When any Attribute
is finally reduced to zero, the character will
pass away. The use of Luck or Valour is not permitted
on Tests of Age.
Though the Elves do not suffer the ills of a
mortal life, their passing will yet still come.
Of the Eldar, both the Noldor and the Sindar will
feel the Call of the Sea – a longing to
sail West from the Hither Lands to the Blessed
Realm. This urge may manifest itself at anytime
in an Eldar’s life. It can be triggered
by many events or through the burdens of time
and should the Gamemaster see fit to require a
Test of the Undying. The first test (Wisdom +
Will + d12) is made will a -1 penalty modifier.
Successive tests will follow with a -3; -6; -9;
-12 and so on until the character fails and the
Call comes at last.
Silvan Elves do not feel this call; however
they will become weary of life in Middle-earth
through the Burden of Time. It is a Fey wish,
one of peril, and once felt, a Silvan Elf will
seek out to find death. The Test of Fey will use
the same formula as the Test of the Undying. Once
the test is failed, the character must journey
to seek search out to battle a foe(s) until slain.
Elves who do not hear the call or become fey are
Lingerers.
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For those who come to dwell within
the bounds of Middle-earth, they will soon notice
the use of esoteric lore, magic and maybe even spells.
These enchantments can only can only shape, craft,
or disperse that which Ilúvatar created.
It will allow one to command the mind, Hroä
(body), and Feä (spirit): to change; protect;
harm or heal. But it will not allow them to create
something out of nothing. As a substance it is the
invisible embodiment of the Will of Ilúvatar.
The seen world may not notice the subtle nature
of these enchantments at work, yet it is capable
of sweeping the unlikeliest of folk into the most
extraordinary of adventures. Words to describe
wielders of such spells, lore and magic are commonplace
amongst the lexicon of Middle-earth. There were
wizards and conjurors. Also mentioned were magicians
and the foulcraft of sorcerers. Heard too were
seers and necromancers. There were enchanters
and lore-masters, sages and healers. Some looked
to the stars while others studied alchemy. Tales
told of Dwarven crafters who wrought mighty enchantments
whilst singing in the smithies of their mountain
halls. There were even those who were skin-changers.
How is possible to place each of them into a
set of defined powers? For instance, delineate
the innate ability of a Beorning to turn into
a bear, yet seldom – if ever – allow
him to work any other form of magic. Placing such
terms into highly specific categories is no easy
task.
It must also be remembered that in Middle-earth
the word “Spell” or “Lore”
does not always mean magic, think of it as a broad
term for a work of wonder. Some of what appears
to be magic is really lore. This is a learned
skill by which the natural properties of things
may be combined with certain techniques to produce
magical artifacts, devices, and crafts. |
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A Spell is a predefined, verbal invocation
designed for a specific effect. It is the simplest
form of Enchantment. Often times it can be used
in conjunction with Lore or through the innate magic
of the Eldar, Maiar, or those rare individuals who
were Gifted with this ability. The Doors of Durin,
located at the West-gate of Moria, were just one
example. They were enchanted through Lore-Craft
and could be opened with a Spell. The Blades of
the Westernesse, found in the tombs of the Barrow
Downs, were made with Lore-Craft and Spells placed
upon them. |
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Through knowledge and study the creation
of wondrous items such as the Helm of Hador or the
Palantír were crafted with Lore. This practice
of taking inherent qualities and creating objects
is slow, laborious and is quite distinct from magic
in Middle-earth. Lore-Craft is a more difficult
form of Enchantment and there are few races who
have mastered this talent. It is the Noldor who
are among the greatest users of Lore-Craft and,
to a lesser extent, the Dwarves. |
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It is only the Elves, Maiar, and
the handful of select, Gifted individuals who are
able to use magic in Middle-earth. Dwimmer-Craft
is the greatest, most powerful form of Enchantment.
This art is more effortless, more quick, and more
complete than Spell-Craft or Lore-Craft. This capacity
is something others in Middle-earth cannot deliver,
for it exceeds Mortal limitations. It is a sub-creative
faculty that reduces time to the point of instantaneous
creation of effect from thought. Dwimmer-Craft can
be combined with the lesser forms of Enchantment.
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The inherent basis of the three
types of Enchantment is called Sub-Creation. This
is the source for the holistic design of Middle-earth
and the manner from which all of these mystical
illuminations are manifested. The font of Sub-Creation
comes in four forms – Creation (Light) or
Destruction (Shadow); and Preservation (Light) or
Domination (Shadow). All Spells, Lore, and Dwimmer-Craft
(magic) will take effect from one of these four
sources of Sub-Creation. |
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Though the forms and methods of Sub-Creation
are many and varied, all are bound to the common
themes of Intent and Purpose. The premise is that
Enchantment (in and of itself) has an open design,
neither for good or evil, until these principles
have been applied. For instance, Lembas or Elvish
Waybread – made by one of the Sindar of Lorien,
would have an Intent of Preservation and a Purpose
of healing and nourishment. Each task is assigned
a power level, which is dependant upon the desired
effect. The stronger an Intent, the more difficult
it is to complete the task successfully. Remember
that Enchantments are subject to the limitations
mentioned earlier; the scope of the Purpose cannot
go beyond these barriers to accomplish all needs. |
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What of the Words of Command, Songs
of Wizardry, or Runes of Power that are cited from
the annals of Arda? The delivery of Enchantment
is done through one or more of these three methods:
Speaking; Singing or Shaping. No single method is
greater than another; it is merely the manner in
which one chooses to convey the Intent and Purpose
of Sub-Creation. |
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Once the Intent, Purpose and Method
of the Enchantment have been determined, there is
still the matter of Material. As mentioned earlier,
Sub-Creation is limited; it cannot merely make something
out of nothing. There are a diverse range of components
which may be required for any tangible Enchantment.
For instance, Moon-letters – the secret runes
of the Dwarfsmiths were written with silver pens
and used a material made from Mithril – called
Ithildin. |
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Enchantments are unique; some may
call for one to utter a specific phrase, for others
still, a complicated chant or a lengthy ritual.
All such things do require Time. This measure can
come in nearly an instant or a few short seconds
to longer periods of hours, days or possibly even
weeks and months.
As the range of time for an Enchantment
can be infinite in variation, so too can be the
effects. Some Enchantments are designed to affect
a single being or thing. Others may have variable
effects which are intended for multiple objects.
Enchantments may have a lasting or permanent Effect.
The greater intensity of the desired result is
more difficult it is to attain. |
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Middle-earth is a place full of Enchantment.
Often times this subtle nature will echo out from
strong emotion or power. It is a Resonance that
mirrors an action. Just as Corruption and Taint
can cause ruin to an individual, Resonance may shape
the very land to this will. The sanctuaries of Lothlorien
and Rivendell are a reflection of goodness, while
the blight of the Dead Marshes is a mirror of tragedy
and loss. |
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| Not all of the
races in Hither Lands have the ability to
use Enchantments. Heard most often are the
Eldar and the Dwarves who weaved into the
stories of Middle-earth mystical deeds or
the smithing of significant artifacts. Not
often has the Race of Men, especially lines
of lesser blood, been blessed with the power
of Sub-Creation. Hobbits have neither magic
about them nor are they capable of using any
of the three crafts of Enchantment.
As are the Attributes and
Skills limited by race in Hither Lands,
so too does this rule apply in the art of
Enchantment. It must be remembered that
there are only a few examples of Men who
actually worked any of these crafts. High
Men or Middle Men must take the Gift of
x-Craft to have any abilities in Enchantment.
A Gamemaster must also keep in mind that
this indeed a rare gift and not to be given
without purpose if they so wish to remain
faithful to the true spirit of Middle-earth.
As an optional rule the races
listed in the table "Initial levels
in Craft" may start the game with these
free levels. |


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There
are cost differences for advancement in each level
of the three crafts. Some races are quicker to
learn and/or have an in-born, natural proficiency
to work such Enchantments.
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Costs for the creation of an Enchantment
are dependant upon its Intent. Sub-Creation power
levels range from one to twelve. A one indicates
the most mundane and least wearing effort of crafting,
while a twelve is most difficult, potent and taxing
of efforts. To determine the exact power level for
each Enchantment there are the principal factors
of Intent, Purpose, Material, Time, and Effect. |
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The formula for working an Enchantment
is the Attribute of Will + the Merit of x-Craft
+ d12, minus the Intent Power Level of the Sub-Creation.
If the total of this result is a 12 or higher then
the effort succeeds. Any lower number will result
in failure. All Enchantments cause weariness which
is taken from Stamina. This loss is equal to the
Intent Power Level if successful, or double the
amount if failed. It is a critical error in judgment
to go beyond one’s total Stamina amount. Should
this occur a point of Will is first burned away
and then any further points are reduced from a character’s
Lifeblood. |
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AN EXCERPT FROM
THE HOBBIT
‘He [Gandalf] gathered the huge pine-cones
from the branches of his tree. Then he set
one alight with bright blue fire, and threw
it whizzing down among the circle of wolves.
It struck one on the back, and immediately
his shaggy coat caught fire, and he was
leaping to and fro yelping horribly. Then
another came and another, one in blue flames,
one in red, another in green. They burst
on the ground in the middle of the circle
and went off in coloured sparks and smoke.…’
‘…but this was a most horrible
and uncanny fire. If a spark got in their
coats it stuck and burned into them, and
unless they rolled over quick they were
soon all in flames….’
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In the dire scene described
in part Gandalf created an Enchantment which
he then used to thwart the advances of the
Wargs, who had trapped the group in a tree.
Had it not been for this mystical action,
Mr. Baggins and the Dwarves may not have survived
the encounter. So how does Hither
Lands take the Wizard’s
effort and place it into the context of the
game?
NAME: Colour-Flame
CRAFT: Dwimmer
INTENT: Creation
(5)
PURPOSE: To
burn, frighten and confuse
METHOD: Shape
MATERIAL: Pine-cone
(or a similar small, flammable object)
TIME: Instant
EFFECT: 1
x per Success Level; opponent must make
a Defend Roll at -2; opponent must make
a Fear Test at -2
CORRUPTION:
0
TAINT: 1
RESONANCE:
Very Little
BREAKING DOWN THE
EXAMPLE:
Gandalf the Grey has a Dwimmer-Craft Merit
of 8. Knowing that the situation is turning
from bad to worse, he notices that the tree
which they are stuck in may actually be
an advantage. He quickly gathers a number
of pine-cones near to him (we will call
it five). Using the Enchantment of Dwimmer-Craft,
he sets aflame the pine-cones and drops
them down on the Wargs below.
NAME – Provides a
word or phrase to describe the Effect.
CRAFT – Indicates the type of Enchantment
used.
INTENT – This is the source of Sub-Creation
and the level of its power.
PURPOSE – The reason(s) for the Intent
METHOD – Since we are unsure that
any Word or Song is used, it is assumed
that Gandalf shaped the flame.
MATERIAL – The pine-cone, naturally.
TIME – Dwimmer-Craft can be formed
in an instant and there is also no indication
of it being a Spell.
EFFECT – 1 x per Success Level, Gandalf
takes his Merit Dwimmer-Craft of 8 and adds
it to his Will Attribute of 9 and then rolls
a d12. He then subtracts the Intent Power
Level, which is a five (5) and if the total
is 12 or above the Enchantment succeeds.
Now the Warg(s) can make a Defend Roll to
see if they can avoid the inflamed pine-cone,
with a minus -2 penalty. Let’s assume
Gandalf rolled a 7, so the total is 24 minus
5 for a total of 19. The Warg has a Defend
of 4 and a Nimbleness of 5. The Warg rolls
a 6, so the total is 15 minus -2 for the
penalty which leaves it at 13. The difference
is 6 (19-13=6) and at x 1 per Success Level
(6), this is the Vitality lost for the Warg.
Gandalf Enchanted five pine-cones, so the
next Warg makes a Defend Roll and so on.
After this, the Wargs will need to make
a Fear Test (-2 penalty) or flee in terror.
The Enchantment is not evil, so there is
no Corruption. If Gandalf were to continue
to use this Enchantment, he would eventually
be Tainted (Enamored with fire in case)
and dire consequences would develop. Once
Taint is equal to his Will, he must pass
a Test or the Taint is added to the character
sheet. Taint will dissolve over time (at
one point per week) should the Enchantment
not be used again during this time. There
is very little Resonance since the Enchantment
was limited in Intent and Purpose. Now there
is still the matter of weariness. All Enchantments
cause a loss in Stamina. The Intent Power
Level is equal to the amount of Stamina
lost. If the Enchantment attempt were to
fail, then the loss would be doubled. So
if Gandalf failed, then he would have lost
10 points of Stamina. This weariness remains
(until rested) and should any further Enchantments
be attempted, then penalty modifiers would
apply. And there you have the breakdown.
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Hither Lands is a completely unofficial site and
is in no way affiliated with Decipher Inc., New Line Cinema, Tolkien
Enterprises or the Estate of J.R.R. Tolkien, whose rights are fully
acknowledged. Unless specifically indicated, Hither Lands in no
way claims the artwork displayed to be our own. Copyrights and trademarks
for the names, items and events from the books, films, articles,
and other promotional materials are held by their respective owners
and their use is allowed under the fair use clause of the Copyright
Law. Hither Lands design and original artwork however are copyrighted
under © 2004 Studio XII. Fundamental game design is copyrighted
as © 2004 Lucid System.
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