current version v1.01  
 
  Progression in the advancement of an Attribute or Skill beyond initial character generation is subject to the following costs for each race:  
     
 

* Maximum for High Men
** Maximum for Silvan or Dwarf

* Maximum for High Men
** Maximum for Silvan or Dwarf

 
 
 

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.

 
 
  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
 
 
 

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.

 
 
  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.

 
 
  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.  
 
  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.  
 
  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.  
 
  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.  
 
  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.  
 
  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.  
 
  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.  
 
  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.

 
 
  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.  
 
 
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.

 
 
 

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.

 
 
  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.  
 
  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.  
 
 
 


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….’

 
 
 
 
  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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