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Eärendil's Quest - OOC thread

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alias author Jan Hawke

Joined: 27 Dec 2008
Location: Dunheved Kernow
Online Status: Offline
Posts: 7985
  Quote Jano Quote  Post ReplyReply Direct Link To This Post Topic: Eärendil's Quest - OOC thread
    Posted: 04 Jun 2009 at 8:11pm

the OOC Thread
Gameplay Information and Sign-ups
Lore and Task-related Resource References  
 
HOW TO SIGN-UP & PLAY THE MAIN GAME
  1. Post OOC in this thread giving the following information ~
    a.   the character you wish to play (can be your usual IC or an NPC (no canon characters at this stage please). If you are playing to become part of one of the Elven Realms warrior groups (e.g. the Guardians of the Light) you ought play the one main character all the way through please (plus any NPCs). If you are just playing through you may negotiate other character variations as you wish but please discuss this with your trainer/guide at the outset (e.g. if you want to play a different character in each region or area, although this is not recommended for the Fast Track game).
    b.   whether you want to play the Fast Track game (played in at least 16 posts, but no Stars awarded)
    OR the In Depth game (played in at least 64 posts with Stars awarded to confirm you have attained qualifications towards becoming a Guardian) when all four areas of a region has been posted – 16 posts and 1 Star per region)
    c.   the REGION you wish to play in first ~ so North Eriador;  Enedwaith;  South Rhovanion; or  Mirkwood
    Example: you can start in Mirkwood, then when you’ve visited all four areas there you could go on to play in North Eriador and so on.

    It does not matter what order you play the four regions in.
    d.   the AREA you wish to play in first ~
    Example: You choose Enedwaith and decide to visit Morthond first and when that is finished you might decide to go to Ost-in-Edhil and so on.
    Note: The Mirkwood region has 2 areas where the RP plot is connected - this starts in Dol Guldur and ends in the Dominion of Thranduil. Whilst you do not have to keep to this, it is recommended that In Depth players begin with Dol Guldur.
    Fast Track players ~ please note that you cannot move on to a new region until you have visited all four areas ~ this is because the RP tasks you have to perform vary depending on the order in which you visit the four areas.
    In Depth players ~ this is not so vital, as you perform different aspects of the four RP tasks tested for that region, but you will not receive your Star for that region until you have visited all four areas that are covered there. A record will be kept of your progress around the regions.
  2. Wait for the TR (Nurbor/Adanedhel or Iânárdil-Jano) to give you your prompt for the region and area you have selected.  This will include information about the area and some idea of what you can expect in the way of terrain and any threats you have to address ~ you should therefore read the prompt carefully before you post the scenario as described.
    If you need to ask questions or discuss any aspect of the instructions, please go to the OOC thread to do so, or PM the TR setting the prompt.
  3. All posts must be a minimum of 200 words and must address all aspects of the prompt you have been given. There is no upper limit and you may interpret the prompt in any way you wish, so long as it is plausible and takes canon and your character’s limitations into account (no magic unless your race is capable of that etc).
    If your post fails to address the prompt satisfactorily, the TR will PM you to discuss and may ask you to repeat the post. We hope these instances will be rare, but if necessary your original post may be deleted by mutual consent (and no point loss). Where there is a difference of opinion between player and TR an RA will be asked to mediate (if your TR is Iânárdil (aka Jano) then another RA will be consulted).
    Please note ~ if you wish you may make more than 1 post at any stage, should your response merit it.
  4. If your prompt features other people you may NPC them in any way you wish including naming them, if this is not already mentioned. You may ask your TR, another player or a friend(s) to play a stated or additional character(s) ~ sometimes this option this will be offered in the prompt.
    If you need to ask questions or discuss any aspect of the playing of additional characters, please go to the OOC thread to do so, or PM the TR setting the prompt.
  5. It is intended that this game be played by people at any level of experience ~ please feel free to discuss any of your own requirements and expectations  with the TR assigned to you at any time as they can tailor the gameplay to suit your specific abilities. Of course raise any concerns with the TR as they arise ~ we were all newbies once and some people may want to practice NPC techniques for instance, or interact with another player or just need some advice on characters, lore or geography. Let us know and we'll see what can be done!
 
~ the Masters Star of Eärendil ~
the ultimate test of character!
 
This last phase will remain very flexible and open but will involve the player GMing their own personal Warrior Quest RPG which they will outline, develop and play with one or more of the Thread Runners/Instructors (Adanedhel/Nurbor, Aduchil and Iânárdil/Glorfindel).
This will include the chance to NPC a choice of canon characters in one of the locations shown below.
If candidates wish they may also invite other experienced RPers* or graduate In Depth players of the first phase of Eärendil’s Quest to play along and/or GM with them…
 
RIVENDELL
Elladan & Elrohil
aided by Glorfindel, Nurbor (Adanedhel) or Aduchil
 
LOTHLÓRIEN (c 1000 TA)
Amroth & Nimrodel
aided by Nurbor; Aduchil or Nenloth (Jano)
 
THE TOWER HILLS (Elostirion)
Gildor Inglorion & Erestor
aided by Glorfindel; Nurbor; Aduchil
* unless they are playing the Quest as well, experienced guest RPers will not qualify for the Masters Star. Sorry but this is an honour award and only goes to people who have played throught the 1st phase of the game.
 
  
 
Regional / Area OP information
THE MAIN GAME TASKS
vary from region to region
 
 ~ Northern Eriador will test skills with spears/staffs; tracking; medical hygiene; camp cooking
 
Ered Luin / Blue Mountains ~ mountainous coastal terrain; grumpy Dwarves (ex-Belegost/Broadbeam clan so not enemies of Doriath); Sea-faring Elves in Mithlond; Gulf of Lune and Forlindon/Harlindon borders
OP instructions ~ You are travelling to Mithlond and the Gulf of Lune from the north-west/south- west and so must go over a pass in the Blue Mountains in Forlindon (NW) / Harlindon (SW) (player’s choice). This is also Dwarf territory so remember to be polite and try not to aggravate the Naugrim too much as they are our allies these days and past bad blood is laid to rest.
 
Hills of Evendim ~ Lakes & dales; Eldar & Men of Arthedain settled there; ruins of Fornost to east; source of the Baranduin (Brandywine/Brown river) in Lake Nenuial/Evendim.
OP instructions ~ Once home to the displaced Sindar and Noldor in the early Second Age and latterly to the mortal Lords of Andúnië from the fallen land of Númenor, the lakes and dales around Lake Annúminas (or Evendim or Nenuial) are now seemingly deserted save for birds and beasts. However, closer to the ruins of Fornost there have been reports of the sinister presence of barrow-wights, so you and a few fellows – including at least 1 Dunadan - have been sent out to investigate… (you may NPC up to three comrades one of whom must be a mortal)
RP recommended research 
Re-visit Frodo's and the other Hobbits encounter with the barrow-wight on the Barrow Downs from ~ FotR: Fog on the Barrow Downs
Further info on Barrow-wights and barrows to be found on the
Encylopedia of Arda & Wikipedia.
 
Carn Dûm ~ Extreme NW arm of Hithaeglir so foothill/mountainous region; Chief fortress of Angmar (the Witchking was already a Nazgûl at that time); Orc infestation around Mounts Gram & Gundabad) nearby
OP instructions ~ You are camped in the mountainous region of Carn Dûm, once the home-range haunt of the Witchking of Angmar. These lands are now infested with yrch, concentrated around Mounts Gram and Gundabad to the east, so you must be vigilant even when going about the most mundane tasks around camp.
 
Ettenmoors ~ major Troll country; exposed moorland (windy; high rainfall/peat bogs)
OP instructions ~ You are passing through the Ettenmoors on your way back to Imladris. These seemingly barren moorlands and peat bogs offer little protection from the cold winds and rain and the nights pose another danger, for this region is notorious for its large Troll population…
Some brave mortals have recently been building crofts in this area (a subsistence farm with free-ranging sheep, cows or goats) but they are finding it hard to protect their herds from their unwelcome neighbours.
Click for map

 
 ~ Enedwaith will test skills with knives/daggers; shelter building; complex field healing, foraging
 
Dunland ~ Surprisingly the Dunlendings are the poor disaffected relations of the House of Haleth who did not go to Númenor and were forced south out of Eriador by the Men of Westernesse in the SA; they became a diminished herdspeople and subsistence farmers, but managed to hold their territory to the SW end of the Misty Mountains which was drier downlands and hill country, although they were pushed out of the Gap of Rohan and north of the Isen by the Rohirrim later in the Third Age; highly influenced by Saruman when he took up caretakership of Orthance in Isengard.
OP instructions ~ You are on a fast mount and have been tasked with taking a message to Saruman, the head of the White Council in Isengard (this is not important to the story but it is obviously before his evil plans were formed and he is still seen as an ally).

You make the crossing at Tharbad and are now in Dunland. There are no real threats from the Dunlendings here as such, for they mostly lead a nomadic life following their herds and there are few permanent settlements in these lonely lands. Two days into your journey through these wide scrubby moorlands however, you sight a tall column of dark smoke in the distance and the smell of death on the air. You proceed cautiously after seeing there are several wagons still ablaze, but otherwise no sign of life.

Arriving at the scene all you find are dead bodies including a few women and children. Some have died in the fire, but others have been put to the sword. Your blood boils as there has obviously been some vicious and indiscriminate attack of some kind.  A little way off you find signs of more concerted fighting as the dead are all able-bodied warriors and the tracks reveal that their ponies and cows have been driven off. There is a trail made by the thieves and as it heads south with the stampeding herd, you elect to follow it as you can see that at least one wounded person has tried to pursue their attackers…
 
Ost-in-Edhil ~ ruined capital of Eregion (Hollin) on the River Swanfleet (Nîn-in-Eilph) before it forms a delta into the Hoarwell (Mitheithel) to the north of Tharbad ( a former Dunédain city) where the Black Riders horses and relic were swept); built above the floodplain at Tharbad, the city was the seat of Galadriel and later Celebrimbor and was said to closely resemble Tirion, the pinnacle of Noldorin architectural splendour in Valinor; destroyed in late 1600s SA by Sauron who had earlier dwelt there posing as Annatar 'Lord of Gifts' supposedly a Maia of Aman who taught Celebrimbor and his fellow smiths how to forge the Rings of Power

OP instructions ~ After the recent fighting in the Hollin Ridge you and several other Guardians (no more than ten of you) have been sent on a now routine patrol south of the Ridge into what was the land of Eregion, with orders to scout around the ruins of Ost-in-Edhil and then proceed west and south to the old Dúnedain stronghold of Tharbad on the floodplain and broad marshlands of the Glanduin  (which you must cross) and the Mitheithel.

Whilst there is little threat from the Hithaeglir, there is an air of ill-boding in the area especially as you camp near the Sirannon, the Gate Stream that flows from the West Gate of Moria…
 
Aglarond (The Glittering Caves) ~ part of Helm's Deep, Aglarond is an alternative name for the Hornburg, the rampart ridge in which the Rohirrim build their impregnable fortress; massive fortifications in the NW of the White Mountains and 'twin' to Isengard to the north, at the end of the Misty Mountains, so it was of great strategic importance guarding the Gap of Rohan; the Glittering Caves were a natural part of the mountains and used by the men of Rohan for storage and a further extension/refuge of their fortifications and later in the Fourth Age was home to Gimli and a colony of Durin's folk
OP instructions ~
You and a few other Guardians (no more than 5 of you in all, and you can ask the TR or other players to join you in this section) have been trading for horses in Rohan and part of the ‘deal’ struck involves your services in assessing the new archers positions in the fortress at Helm’s Deep before you leave for home, taking a string of two dozen new mounts with you (these are to be stabled in the Hornburg whilst you are there).
In recent months there have been border raids in the Westfold and the Dunlendings are becoming increasingly bothersome, stealing horses and burning crops. Some of the Rohirrim are on constant watch under the command of Erkenbrand around the fords of the Isen. As you and your comrades arrive in the Hornburg with your small herd, word has just been received by the scanty garrison there that a small group of Dunlendings (no more than a dozen) have escaped the patrols at the fords and are heading for the Hornburg, though their purpose in doing so is unknown.
RP recommended research
Click for plan of Helm's Deep & immediate surroundings
 
Morthond - The Blackroot Pass (Erech/Dwimorberg/Tarlang's Neck) ~ the Pass starts at Dunharrow in Rohan and is home to the Paths of the Dead and the undead traitors who swore allegiance to Isildur on the Black Stone of Erech he embedded in the hills (possibly a huge man-high meteorite and brought over by him from Númenor); the Pass leads to Erech and the Blackroot Vale (region translates to Elves as Morthond from the river) and the massive broken-off ridge of Tarlang's Neck that leads to Lamedon; Aragorn passes under the Dwimorberg and through Tarlang's Neck to ride to the Pelargir
OP instructions ~ You are escorting a Loremaster from Mirkwood and his elleth student (name them as you wish) back from the site of the former Elvish Haven at Edhellond (on the River Ringló to the north of Dol Amroth). As you return to Lothlórien (where he wants to visit with kin before returning to Mirkwood) the Loremaster has a wish to see the Stone of Erech and so you strike out north by north-east to Lamedon aiming for Tarlang’s Neck and the Blackroot Pass travelling beside the River Ciril. As you are about to go through the huge cutaway rock formation of Tarlang you meet a merchant and his servants hurrying through from Dunharrow. They look terrified and warn you about ‘robber ghosts’ on the Pass.


 ~ Southern Rhovanion (Anduin borders except for Mirkwood) will test skills with swords; pathfinding; immediate field healing; hygiene and storage
 
Fangorn ~ Ent hazard if blades threaten trees; Huorns ditto - hostile branches/roots etc; low/limited visibility; lichen/moss cover so possibly treacherous underfoot
OP instructions ~ You have a sudden urge to walk in ancient forests, far away from affairs of the Eldar, Hobbits, Men, Dwarves and the Foe. So you travel alone (up to you whether you are on foot or mounted) southwards to Fangorn to refresh your spirits amongst the olvar (plants, trees & Ents!). At first you are happy enough to stroll deep into Fangorn, though at first the trees are strangely silent and withdrawn. Farther in, you are gradually able to discern some speech though a lot of it is hostile, as an Elf you are able to soothe away the fears. Further on again you are alarmed to encounter Huorns – trees that are almost fully ‘alive’ but who seem to fear or even hate all the higher kelvar (people of all races).
Thankfully these are few and far between so you can avoid them but then you recognise an ancient sound that you have not heard in centuries – Ents singing, though they are far, far away…

Click for map
 
Rohan (South Downs/The Wold in Eastemnet) ~ rolling open hilly grasslands ideal for cattle/horses etc; area where Mordor Orcs/evil men stole horses including the black ones for ringwraiths; Rohirrim and wandering herdspeople
OP instructions ~
You have been staying in Lothlórien but have been charged by Lord Celeborn to bring back word on rumours of raiders from the Black Lands on the eastern borders of the land of Rohan. You are mounted and, fording the River Limlight a little to the west of Parth Celebrant, you enter into Rohan and the vast northern downlands of the Wold in the Eastemnet. Both you and your horse are ill at ease – there is an air of tension and violence to the south so you have to proceed with care since you are bound in that direction…
Click for map
 
Emyn Muil ~ not really tall but rocky & v. precipitous ravines and sheer cliff-faces; loose shale/scree so slippery underfoot; easy to get disoriented with limited, twisting paths, especially on the escarpment east of the Great River that bisects this rocky region. It is bordered to the south of the lake Nen Hithoel and the massive falls of Rauros by the inland delta of the Entwash as it runs into the lower Anduin and, on the east bank by the Nindalf or Wetwang marshes and farther east the Dead Marshes. Above Rauros, Amon Hen, the island of Tol Brandir and Amon Lhaw are the notable high points in this rugged region
OP instructions ~ You and a Marchwarden of Lothlórien (name as you wish – only not Haldir OR his brothers - and you may ask your TR or a friend to play this role) have travelled by boat from the Golden Wood and, having set up camp by the lake between the Argonath and Parth Galen, are now scouting around Nen Hithoel’s west bank and are near Amon Hen when, just before midday, you meet four mortals from Gondor who are on the trail of an escaped traitor who they think may had fled to the eastern bank. You join them in following the mortal prisoner’s trail which leads to the lake edge. The tracks are fresh, only a few hours old at most, and fresher still are marks left by the hull rib of a crude boat. You and your fellow Elf also spot at least two other sets of tracks leaving the lake and only one returning to the boat with the mortal – these extra footprints appear to belong to yrch...
 
Dead Marshes ~ eldritch mires/wetlands; dangerous for mortals with the dead of all factions at Dagorlad 'visible' (possibly due to excessive presence of marsh gases...); little brush/cover; floating tussocks/islands
OP instructions ~
You have been sent with five others (two of whom are mortals as this is a joint exercise with the Rangers and Guardians) to observe increased military activity in the region of Barad-dûr and the Dagorlad (name these comrades or not as you wish - and you may ask your TR or a friend(s) to play any of these roles).
You cross the Anduin north of the Emyn Muil and decide to go around by way of the Brown Lands then south to the Dagorlad. Because of the problems with feeding horses, and also the need to stay out of sight you have travelled on foot and as you approach the Dagorlad (the eastern and less marshy terrain immediately to the north of the Black Gate) the Elves are taking the bulk of guard duty overnight as it is necessary to travel by day and so avoid too much scrutiny when you’re on the move. 
Click for map
 
 

 ~ Mirkwood will test skills with archery; hunting; skinning and butchery; herblore
 
Carrock ~ almost due east of High Pass & the Eagles' Eyries; mid-river island so access could be tricky; it's quite a big 'rock' - between 2-5 miles long & 1-2 miles wide; many pictures show it as quite steep
OP instructions ~ You and 3 other Guardians are on foot patrol in the High Pass when you encounter one of Gwaihir’s (the Lord of the Eagles) brethren. He has spotted you and comes down to tell you of strange happenings on the Carrock, the great lone rock eyot in the Anduin, above the Gladden Fields. At present there are several of the Beornings camped on the island seemingly searching for something though the Eagle does not know what that is.You have no specific orders other than to investigate anything unusual and so you all decide to make a detour (the Carrock is 40 odd miles away) and go to offer your help if wanted.
Click for map
 
Dol Guldur ~ Stronghold of the Necromancer (Sauron) built at beginning of the 2nd millennia of the TA; close to Anduin & Lothlórien on SW border of Mirkwood; source/home to evil creatures (incl giant spiders), spirits & also Khamul the ringwraith (commanded it after White Council 'forced' Sauron out); the site is on a bare hill that rises above the forest and was originally settled by Oropher at end of SA.
OP instructions ~ King Thranduil has begged Lord Elrond for help with eliminating a terrible new threat that is plaguing the southern borders of the Wood Elves territory. Several of the Elven deer hunts in that area have been disrupted and a few Elves have been badly injured or killed by what appears to be a Black Unicorn that hates all life and kills indiscriminately.

The King has sent scouts to track the dread beast as far as they can and only one has returned - with a poisoned gore wound to his leg just as the scouts sighted the creature only a few miles away from Dol Guldur. The scout survived his own wounding by chewing on the eldritch plant mandragora and has made a shocking discovery - the Black Unicorn wears a huge rusting iron collar and is shod with cruel spiked iron shoes on his hooves. This is obviously the work of the Nazgûl who now occupy the Necromancer’s old stronghold…

Lord Elrond sends you to southern Mirkwood with a young Loremaster (must be a virgin but assign gender and a name as you wish) and two other Guardians with instructions to find the rare and powerful mandragora plant (mandrake) so you can capture the Black Unicorn and free it from the evil spell that afflicts it.

Please note – in this area you may post more than once for any of the tasks if you wish. You may NPC other characters or invite the TR, other players or friends in to interact with you.
Click for map
 
Dominion of Thranduil ~ a series of natural caverns in NE Mirkwood, made over into the stronghold city of the Elves & modelled on Menegroth, Thingol's citadel in Doriath; Thranduil was of noble Sindarin descent and son of Oropher the 1st king - hence the links with Doriath; Thranduil was a powerful elf (despite being ringless) and placed enchantments on the river and area around the stronghold itself so the Eldar were protected in some measure from the encroaching evil of Dol Guldur
OP instructions ~ IMPORTANT: see notes for Dol Guldur (especially if you have not visited there yet). Having successfully captured the rogue Black Unicorn that has been terrorising the southern reaches of the Wood Elves territory, you, your two fellow Guardians and the young Loremaster who leads you (this character must be a virgin but assign gender and a name as you wish) now have to take the enchanted creature to ‘safer’ parts of the forest where you can undo the evil spells that have driven it mad.

Things are starting to go badly wrong for you however. On capturing the Black Unicorn by drugging it with female mandragora juice soaked onto your arrows it went into a slumbering trance and with your help the Loremaster has used the rest of the female mandragora juice to remove the large rusting iron collar and the dark spiked iron the Ringwraiths had shod the poor creature with. Removing those bonds has partially dissolved the evil enchantments so that the Unicorn is now calm and will not attack every living thing it sees, but it will only do the bidding of the Loremaster (hence the virgin status folks…). You have to get away from Dol Guldur as soon as you can, but there are yrch nearby and closing in on you, so you have to move out and fast…

Please note – in this area you may post more than once for any of the tasks if you wish. You may NPC other characters or invite the TR, other players or friends in to interact with you.
Click for map
 
Esgaroth ~ The principal town on western side of Long Lake on a greater site also used for earlier settlements destroyed during the lifetime of Smaug; Entirely built of wood and extends out onto the Lake on stilts; Has no kings/military lords, but an elected Master based on a merchant economy - so modelled on medieval city-states and (probably) guild-led.
OP instructions ~ Along with King Thranduil and some of his warriors you are part of a group of twelve Guardians who have been asked to represent the Eldar as part of an honour guard to Glorfindel, who is on an official visit to Esgaroth to celebrate the election of a new Master, who is a man of vision and wishes to trade more closely with the Elves east and west of the Hithaeglir. It is traditional for invited guests to contribute to the great feast and so, as you travel through the Long Marshes with Thranduil and his warriors, Glorfindel decides that Imladris’ contribution will be to provide fresh duck-meat for the feast…
Click for map
 
 
Because it is anticipated that this list of online references will grow, we have moved these to the Guardians of the Light Support Information page together with the maps for all the areas covered in the Quest. More information will be added as it comes in!
 
Please feel free to bring our attention to any other sites or literary sources you think will be of use to you and our other players 
Smile
 
 
Please post all your sign ups, questions and comments in this thread
~ we're happy to discuss anything that improves the various games ~
Smile
The most valuable of all talents is that of never using two words when one
will do ~ Thomas Jefferson
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  Quote The Sarge Quote  Post ReplyReply Direct Link To This Post Posted: 13 Sep 2009 at 9:01pm
Testing Testing
Put the Balrog down dwarf-breath!
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  Quote Kris Quote  Post ReplyReply Direct Link To This Post Posted: 13 Sep 2009 at 9:04pm
Thanx Jan!Thumbs Up
 
Well i wanna play, id like to do the in depth thing, but id also like to switch characters with each region or 16 posts. Is that possible?
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 13 Sep 2009 at 9:27pm
Just PMed you saying that - so NP Thumbs Up 
 
So long as you have the 1 character for each of the areas the you'll get to star in that little storyline and get the full 'experience'. You can do more than 1 post per section if you need to but you'll get prompted for each of the 4 sections and you can of course come in here if you're not clear what you have to do although we've tested it pretty well with Aikari so hopefully you won't get too lost Wink
The most valuable of all talents is that of never using two words when one
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alias author Jan Hawke

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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 13 Sep 2009 at 9:31pm
Saw your last PM - you can vary it how you like and with the in depth game you can play one character through each of the 4 sub-areas. Then when you move into the next region you can change over to another character for those 4 parts.
 
If you look at the OOC info there's a breakdown of the basic plot per area so you can plan who you want to play too.
The most valuable of all talents is that of never using two words when one
will do ~ Thomas Jefferson
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  Quote Kris Quote  Post ReplyReply Direct Link To This Post Posted: 13 Sep 2009 at 10:17pm
Id like to play my npc Metrey in Northern Eriador, Tarindo in Mirkwood(since i cant play a minion in this game) , Ill play an elf called Minbara in Enedwaith, and a rohhir called Grimund in Lower Rhovanion.
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 14 Sep 2009 at 1:13pm
Okey doke Kris - I take it that you'll be trying out your new Elf character in the Enedwaith region (so Morthond; Helm's Deep; Ost in Edhil and Dunland) ?
 
All you need to do now is chose the first region you'd like to tackle and the area you want to go to first. Also as the 1st person to tackle the Quest on DreamWorlds Lord Glorfindel will be your coach/guide (aka threadrunner) Wink
The most valuable of all talents is that of never using two words when one
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 15 Sep 2009 at 1:04pm
Excellent start young Hobbit! I like how you've set up the reason for you being in the region and made lots of hobbit-type responses to the land and packing enough pipeweed but managing to lose your pipe - very Pippin-like LOL You're describing your surroundings very well too and I like the bit where you said Trey was "slowly coming to the conclusion that he was, not the first time on this journey...lost." as that's similar to a phrase that Tolkien used in The Hobbit of course. Wink Also for mentioning your staff rather than a spear for this bit as that'll be much more useful for you.
 
Couple of things to pick up that will help with establishing you're out in the wild country. With northerly mountainous terrain near the sea there'll be high rainfall and so the high ground will have a fair amount of vegetation and some subsoil so you would see animal/game trails and paths of sorts (like goats and some deer or perhaps rabbits or marmots) and see birds like hawks, eagles and osprey (fish-eating eagles), but you found the Dwarf's footprints so that's all OK.
 
Next part coming up shortly Smile
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  Quote Prince Imrahil Quote  Post ReplyReply Direct Link To This Post Posted: 15 Sep 2009 at 4:01pm
I think I'll join later on today
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 15 Sep 2009 at 5:40pm
More the merrier Imrahil. Thumbs Up
 
Like I'm saying to Kris you can vary how to play in a number of ways and although it's primarily written for Elven warrior RP training, you don't have to play as an Elf or can write it for fanfic or character development more, or use the RP/GM devices that are built into the game's framework and techniques for more GM oriented stuff. Any of the free races will be able to play through with minimal changes, but I'm afraid it won't work for Orcs, Trolls etc although they're part of the games and can be NPCed - just not the heroes... Evil Smile 
 
A slight mark-up for you in that this game 'tests' a variety of skills and is not all about military or weapons skills - the one Kris is currently on is more of a survivalist/healing nature for instance, but we do focus on skills that would be needed for solo quests or in groups. So lots of NPC opportunities along the way so you have a mini-RPG to 'star' in for each area (with the in-depth game the fast track will not have much in the way of storylines, so less interesting from the RP perspective although you get to have a less intense workout of the various skillsets).
 
If Nurbor's around and free to run with you then that might be the best TR pairing for you as my weapons knowledge is not as good, but if not I'll put my Sindar character Iânárdil with you (a friend and fellow warrior of Nurbor's from Doriath) and the old chap can chip in when needed in here so it'll be fine. Just post the sign-up info as shown in No1 of the OOC instructions and we can discuss anything arising from that in here or by PM.
 
Catch you later Smile
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 16 Sep 2009 at 1:02pm
For one moment I thought that staff wasn't going to be used at all! LOL Very well done with that solution for the river being underground and the idea of guard/sentry duty for Demni too Smile 
 
That now makes things interesting for me with the next bit as I'll need to make some adjustments, but once again that's a very nice piece of descriptive story-telling on his  journey over the mountain and with looking out over Eriador, so we now know that Trey's working his way eastwards and away from the Belegaer.
 
With English being a second or even third language for you, I'm not going to focus too much on grammar or spelling in this, as the emphasis for the game is on how you describe scenes and take the story on and put your own mark on it. However, if you do want to work on polishing the way you phrase some things, or some vocabulary where you seem to be uncertain of the way to say things in English, then we can work on that too if you like?
 
A quick example is the sheet that Demni managed to set fire to, LOL because I couldn't at first work out if this was a sheet of paper or metal maybe, and why he'd be making a noise with it? As with most languages some objects or actions can be described in several ways and because this is during the day, I wasn't thinking about a sheet of bed linen at all. So in that section, you absolutely used the right word but I absolutely failed to make the connection to sleeping, because I wasn't expecting that in a cave/mountainside at that point. If you'd said blanket or bedroll then I'd have 'got it' straight away as those words are more associated with camping or sleeping rough?
 
This is not terribly important when you're doing such a great job of describing everything and drawing me into the story, especially as I know couldn't even begin to write about this in French or German, let alone Dutch, but if you'd like to improve your use of idiom - how you phrase things so your writing gets even more descriptive, even powerful in places, then we can work on this as well as we go along. Smile
 
Told you that you'd get a lot out of this that you didn't bargain for! Wink
The most valuable of all talents is that of never using two words when one
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  Quote Kris Quote  Post ReplyReply Direct Link To This Post Posted: 16 Sep 2009 at 3:23pm
Well, firstly, thanx for the nice comments.  Secondly, Trey is moving west, as he turned AWAY from Eriador and is moving toward the belegaer. At lastly, yeah i was thinking about calling it a blanket at the time, but i figured itd be clear enough. My apologies and please, id really like you to tell me what i misspelled and what words i could use better because lately ive been thinking that i make alot of faults. And i bargained for EVERYTHING Jan, theres nothing you can throw at me that will just go in one ear and out the other.Wink
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 16 Sep 2009 at 6:30pm
OOOOOOK then!
 
So now he was on this mountain road, [sun in the road - sun is always in the sky/heavens, but it could be 'shining down on the road' or maybe 'the sunlight shone down (or shimmered/glittered) on the road: Road is also awkward here as it applies more to a busier place - path or trail would suit the wilder areas better and more than clear tracks to follow. Trey looked down for a moment, at the valley, and the land of Eriador below. He didnt know why though, so he shook his head and started quickly following the dwarven steps. [This is why I thought you were going east as it's not clear you changed direction - not too important though Wink] Within several meters, there was already this sharp angle in the mountain path. The hobbit felt secure and unthreathened in these mountains though, unlike he felt when he thought back about the Misty Mountains, which he'd seen once from [affar - afar].
 
Now the sun was on his back, and Trey could see miles and miles ahead to what seemed like a straight path. Well straight being relative, obviously the road [waved bent/curled/wound -  is better in here as you then don't need - with and can use around] the [curves curving or contours ] of the mountains. There was only one problem... he couldnt see any turns from here and he also couldn't see the dwarf he needed to find! Trey [dubblechecked double-checked] the ground to make sure he hadn't mistaken seeing the prints, and indeed they were still there. He frowned. Well, its not like I've got anywhere else to go at the moment... Mumbling to himself, the halfling (as big folk called hobbits obviously) moved straight forward, step by step, [staff by staff - this doesn't work as it then sounds as though he has several staffs? You could say something like 'tapping his staff as he went' perhaps?]. Trey'd take care of the little cuts on his legs and feet when evening fell, so they wouldnt get infected, but right now he wanted to see where this road would take him.
 
It was [untill until] after an [houre hour] or so, he clearly heard the stomping of heavy ? feet? steps? for a moment, and it was very near too. Only... it seemed to come from within the mountain! Refusing to believe this, although it was perfectly possible he guessed, taking into account it was a DWARF he was looking for, Trey went on more carefully now, trying not to make a sound. Not that it was [necassery necessary], because after the stomping ended, loud cursing [by in] a low, agitated voice made its way to the hobbit's ears, this time [comming coming[defenitally definitely] from a bit up ahead. It [seems seemed wrong tense] there was a small entrance into the mountain slopes...like a guardpost or something.
 
....... Trey showed himself to whoever was it that went about their [bussines business] in this shallow cave. Not that  there was any attention [payed paid] to him. A dwarf kneeled there, apparently rearranging his several [sheets - so here blanket or bedroll works better]. Excuse me? The hobbit started. Quite startled, the dwarf turned toward his unexpected visitor. Yes, hello I... But the dwarves loud and [rushing - abrupt, bad-tempered or maybe rough] voice cut him off quickly, jumping up toward Trey as if he were about to attack, only he didn't. Who are you?! It took [sorry missed this bit Embarrassed -the  smallest all of his Trey's] self [controle control] not to jump back or run altogether.
 
...... I...My name is Metrey Dornen, [im I'm] from Hobbiton, in the Shire?  Ok NOW he did feel uncertain, standing on an unfenced road miles above the ground and a big, tough dwarf who looked like he was about to swing this hobbit over his head and catapult [it him] toward the horizon. But fortunately the dwarf calmed down pretty quick after this. Grmpfh...a hobbit, here in the Blue Mountains? You didnt come here for the [vieuw view] for sure...
 
.....Nope! I really don't understand who you'd be looking for, and even less why someone would come all the way to the Shire to have a hobbit search for them...... The hobbit's eyes rolled, but still he thanked the dwarf and sat himself down on a rug. For a moment he [examind examined] his host [aswell as well]. Not such a terribly big dwarf, slightly fat, but no doubt still with enormous strength. Didn't look or sound very old, but then, you couldn't really tell with the dwarves could you?
 
Nice to meet you...Might I ask, what you are [doin doing or doin' here?] And what was the racket i heard only just before I arrived here? Demni smiled proudly. Ahh I'm a guard young hobbit! And THATS what I'm guarding. He pointed to a wide crack in the cave, it looked crude. It's a backdoor to the great mines of the Blue Mountains, and everyday someone is sent to guard it, today is my shift, I got here this early morning and [releaved relieved] my [forebearer forebear except it doesn't really fit here - my friend/comrade/the last guard perhaps]. As to what that racket was before...He now smiled a bit oddly. One of my sheets, [wich which] we use to sleep on over here, caught fire and I was stomping it out.
 
They stayed there talking about the Shire and the mines for a little while, or just watching the [ocassional occasional] large bird that flew by. [Untill Until] suddenly, the hobbits [stumach stomach] started to growl, and Trey realised itd been a while since he'd had breakfast, let alone second breakfast, [elevensies elevenses] or lunch! Haha, are you hungry little one? Demni laughed. Why didn't you say so? Normally we dwarves only eat till a couple [houres hours], but I could get something down sure. Say, do you have any fishing equipment with you? This "little one" was a bit puzzled by that question. Errr...yes as a matter a fact I do, why? Is there any place you can fish around here? The dwarf jumped up quite agile, and took himself a fishing [stik stick] and line from the wall. Of [caurse course], why else would I mention it?
 
A fishing spot INSIDE the mountains? Trey wondered...but this he really had to see, so he quickly got his fishing [thing tackle or kit], took his staff and followed the dwarf inside. It was completely dark at first, and he had to use his staff to make sure he didn't trip or [smak smack] against a wall. Didn't look anything like a dwarven corridor at first, but after a short while the floor [egalized equalised? you could say it stablised or better was smoother; became less steep/rough] as did the walls, with here and there a hole in the [seiling cieling] through [wich which] shone the daylight. Then they came into a split in the road, one way going up and one going down. Be [carefull careful], these stairs may be slippery. Demni warned his guest as he went down. 'Twas a short [winded flight or run of]  stairs, [wich which] resulted in a small stone dock at an underground river. Although it was underground, it flowed very slowly and it was quite wide too, but not so wide that Trey could not gaze upon the vastness of it, [enlightened is better to say lit up or just lit] by those gaps in the sky of stone.
 
So they did, Trey got some odd bait that the dwarf carried with him to put on his hook, he didnt ask what exactly it was [cuz because or 'cos] it looked like it might ruin his appetite. Now obviously, a hobbit would have no problem at all catching many fish, it's one of the things they're good at, one of their many talents...But guess what? Trey didn't catch a single fish! Not even one lousy, guppy-sized piece of swimming creature took the bait on his line! Of [caurse course] this was very amusing to Demni, who went and teased him with it. I'll be damned if I dont catch any fish here right now! The hobbit thought to himself. I dont care how do it, need to eat [anywhays anyways], and I can't let this fat git go off boasting about how he caught more fish [then than] a hobbit! So he quickly thought of something. He took his staff, got up and walked to where [some small stairs steps] made their way into shallow water. [It was just above the step that got in the water  that Trey waited clumsy - Trey waited on the last step above the surface of the water], [untill until] a nice juicy fissssshhh swam directly beneath him....
 
That's it for this time. In future I'll remind you of things like punctuation and positioning of the apostrophes ( ' ) overall and take the first of any repeated mispellings so we don't have so much to look at. As I was saying the fact that your spelling and grammar does not work always doesn't mean the your story is lacking in merit - just in a little polish that's all. Wink
The most valuable of all talents is that of never using two words when one
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  Quote Prince Imrahil Quote  Post ReplyReply Direct Link To This Post Posted: 16 Sep 2009 at 6:35pm
Okay, I wish to start at Pinnath Gelin and go through: The Ered Nimrais over the River Isen to Lond Daer through Enedwaith, Minhiriath, Harlindon and the Blue Mountains and go up to Ered Luin and Forlindon and then I will head to Forochel and then go south through Arnor and Cardolan (I'll go through the north downs, Annuminas, Fornost, Tharbad, The Barrow Downs and the Weather Hills and The Lake and The Hills of Evendim and then north through Rhudhaur The Ettenmoors, Hithaelglir, Carn Dum and the Ruins and Mountains of Angmar and then into Forodwaith and through the Ered Mithrin, the Withered Heath and the Iron Hills, go south to the Sea of Rhun and then head back up through the Mountains by the Sea of Rhun across the Brown Lands and north into Rhovanion and Mirkwood and then go on to Mount Gundabad and then head south over over the Misty Mountains, cross The Gap of Rohan and then keep going and leave the Mountains at Lamedon go by Edhellond and then arrive at Dol Amroth (I'll be doing the indepth version I case you're wondering)  
 
Character/Name/Looks/Gear/Background/And whatnot
 
Name: Kithvar Ulithis
 
Gear: Longsword, Horsebow and 100 arrows, Brigandine, dagger, a wallet of food and a waterskin as well as a small pouch full of coins.
 
AnimalsAvasar: black Amrothian Destrier with long curled mane and tail, dark hooves, Asavar is 16 hands high, like all Destriers it's a Stallion. Kithvar also had spare clothes and food and water for him and horse as well as his cleaning and repair tools in his saddlebags.
 
Nalvar's Appearance: Around 20 years of age, square face, dark skin, coarse black hair, heavily muscled, around 6, 1.5 in height, his face is rough with several days growth of a beard, (Hey even though he has elven blood what with being of the house of the prince of Dol Amroth and all he still has lots of human blood and as such has facial hair) He wears plain dark green and grey clothing consisting of a: Long-sleeved Tunic, leather gloves, Breeches, Thick sturdy boots, doublet and thick heavy cloak.     
 
Bio: His family was killed in an easterling raid, he was the only survivor the Swan Knights took him and in time he became a young Ohtar of Dol Amroth his heart was filled with rage in order to cool him down and recognizing the potential he had his Lord Commander ordered him to go on this quest if he suceeds he becomes a Full Knight of Dol Amroth and in time will be made a Champion.
 
Personality: Polite if withdrawn, careful, dedicated, and with a wry sense of humor to balance his brooding personality.
 
Misc: If I think of something you'll be the first to know
 
Is that okay?
 
NOTE: I will be avoiding people whenever possible
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 16 Sep 2009 at 9:54pm
LOL Please Imrahil! A GM likes a little bit of mystique on the participants info at the outset Evil Smile
 
Now where to start with this aside from to say relax and treat this as a game which is going to be all about that tasks that you have to tackle in the locations provided in the map HERE, which I assume you've looked at already from the itinerary you've planned.
 
All I need to know is which region (Eriador; Enedwaith; Rhovanion or Mirkwood) and which area within that region (again as shown on the map) you wish to start in. For the purposes of the game how you get to those locations are up to you.
 
Character development is also up to you (though who is this Nalvar you introduce in the entry on appearance?Tongue) as this is largely irrelevant to the tasks which are all location/culture based. You will be given a scenario that works with your race/position to be there, but still tests the skill aspects the game is designed around.
 
We can work out the rest as we go for now, but I'll remind you now that the object of this game is to take you into prescribed situations which test out all kinds of skills aside from the military and so 'avoiding people whenever possible' may not be an option and you will be expected to NPC or include other players to play other characters at certain points. As this is an exercise in RP and GM techniques as well, the various scenarios must be the focus for your posting - how you weave the rest around that to personalise it is up to you. With a minimum of 64 posts to make in the course of the long game (you can make more than 1 post per task where you need/want to, though I would advise against letting it go past 5 or more), you'll have plenty of opportunity to develop your character and experiment with ancillary ones too if you wish. Thumbs Up
 
Your trainer/guide will be Iânárdil, a Sindar Elf from Doriath and an adherent of the House of Earendil and of Master Elrond since before the War of Wrath. You may choose to have him join you in some of the tasks where appropriate, or I can take on any NPC roles within the game as needed and as you wish.
Please post the region and area from the map that you wish to start the game in this OOC thread and Iânárdil will meet you in the Imladris forum for the Eriador or Enedwaith sections, or in Lothlórien for Rhovanion or in Mirkwood very soon afterwards.
 
Good luck and enjoy the journey!
The most valuable of all talents is that of never using two words when one
will do ~ Thomas Jefferson
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  Quote Prince Imrahil Quote  Post ReplyReply Direct Link To This Post Posted: 16 Sep 2009 at 10:26pm
Many Thanks Milady *Courtly Bow* I personally don't mind having my trainer work when appropriate 
 
I would like to start out at: Enedwaith. In: The Ered Nimrais. At: Penneth Gellin 
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 16 Sep 2009 at 11:30pm
NPC Iânárdil
 
Penneth Gelin is not a location listed on our game map, nor can I find it on any other map. If you mean Pinnath Gelin then by all means start from there. The task itself will take place in the easterly part of that region around the source of the River Morthond and into the Blackroot Vale.
The most valuable of all talents is that of never using two words when one
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 17 Sep 2009 at 4:30pm
NPC Iânárdil
 
A fine start, though I ought to have said that only one of the four skills will be addressed in each of the four sections whilst we travel through the Morthond Vale - in this one it was foraging and the mushrooms which you have covered more than adequately. The scene setting you have done is good and I don't know if you knew this already but ellons do tend to do most of the cooking at home or abroad so well done for having Dellineth on chef duty. Wink
 
You've put in a camp set up in advance of the next stage, but we can adjust the storyline to factor that in, so it will not interfere with what will be happening later (I mention this here as you need only address the instructions and do not need to elaborate the post beyond that unless you wish to - if it is vital you stop writing at a certain point, the instructions will state that).
 
In this game we can discuss any aspect of RP and, if you wish this can include composition and flow. Your descriptions and storylining in this are setting up characterisation of the 3 main characters well and I very much liked the correlation you made between the misty weather and the infamy of the region with the legends and burial grounds (and the ghosts of course). In a couple of places I did lose the flow a little, although I could see where you were going with it (the part where Kithvar is remembering being told how to tell his mushrooms from his toadstools by a shepherd - or someone called Sheperd?). Also a couple of sentences where it started to get a little garbled near the end and where some punctuation or better use of grammar would have helped to make things plainer. Character interaction and story-telling skills are more important in this game, but if you want to look at the more structural writing disciplines in terms of style then we can do that too. Smile
 
For the record, the vast majority of Elves are more than familiar with horseriding and they also tend not to get tired or achey too easily. Both live in Mirkwood and although horseriding is not a good idea in most parts of that dark forest, in Thranduil's realms they do ride to the hunt (in the Hobbit Bilbo tries to follow them one day) - but that is not relevant to this part of the game so this is for future information.
 
Next instalment you will be using blade skills and this time it is important not to go any further in the post than the instructions stipulate please. I will be putting these up in a few hours time and look forward to seeing your interpretation.
The most valuable of all talents is that of never using two words when one
will do ~ Thomas Jefferson
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  Quote Prince Imrahil Quote  Post ReplyReply Direct Link To This Post Posted: 17 Sep 2009 at 5:37pm
Okay thanks I wont go farther than it stipulates next time.
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 17 Sep 2009 at 6:35pm
NPC Glorfindel
 
Now Master Dornen, Mistress Janowyn will have several words to offer you about your own word handling very soon. In the meantime it falls to me to wag my finger very firmly at you for not breaking this Demni's arm as requested....?
He has been injured in the fall, is conscious (Dwarves are very hard-headed remember), but may have broken his arm...
 
Evil Smile However... it does say 'may' so I guess we can let you off, but having mentioned that, you could at least have checked his other limbs - an arm injury is suggested here to help you get Demni back up to the guard post a little more easily by having full use of his legs... Wacko Having made the adjustment however, I think Trey handles Demni's knee injury very well indeed and I really liked how Trey was asking questions and generally assessing the situation and keeping calm (whilst showing concern) in how he got Demni back to where they could tend the wound properly. I also loved the teasing between them both as they started back and the nice little domestic touch at the end with Trey using the red blankets and trying not to spoil them too much - very 'hobbity' as well.
 
Over to Jano for the bardy bits... Tongue
 
Puh! I have a list here! When you are using first person in dialogue, in other words - I - it is always upper case never lower. Once is forgetful, twice is careless and at least 7 is a disgrace! Shocked
 
Sorry couldn't resist.... Wink But you know you're doing that and so making work for me don't you *wags finger at you like golden boy*? Also forgetting the apostrophes for word contractions such as -
 
im = I'm
didnt = didn't
wer = we're
 
as you know the reason to use contractions, especially in dialogue is to sound more natural but also to save work and make one word when formally it's two. So to show the contraction using those 3 samples with properly applied contractions it goes like this -
 
im = I'm = I am
didnt = didn't = did not
wer = we're = we are
 
Simple rule on where to put the precious apostrophe with these is to remember it goes where the missing letter or letters should be, so accordingly -
 
im = I'm = I am = replaces 'a'
didnt = didn't = did not = replaces 'o'
wer = we're = we are = replaces 'a'
 
Now - if you knew all that already I apologise for boring you, but then if you did know it already - why didn't you flipping well do it properly! Angry LOL
 
Tongue OK - typos next. Not bad at all this time I think
stumach - stomach;
allright - all right or alright;
immediatly - immediately
comming - coming
defenitally - definitely 
heavystructured - heavy-structured
wich - which
tho - tho' or though 
anywhays - anyways
ofaurse - of course
Dwarve - Dwarf (no 'v' or 'e' unless there are 2 or more Dwarves)
exampe - example
untill - until
 
phrases etc
'sound' words are difficult and sometimes you can play with them quite a lot but where you use - 'auws' that would generally 'translate'  as oww! or aww! or even ugh! or urgh! or ah! or argh! - you can also emphasise a trailing cry of pain or alarm by repeating the last letter. So arghhhh! or owwww! etc
 
It wasnt a stream - in this use it's probably better to say 'it wasn't a lot...' You could say something like this 'the wound was [not] streaming blood' and that would be a proper idiomatic use of the word and of course extremely descriptive/dramatic so a good idea to use that for a positive statement another time.
band - bind
dubbed - dipped
corridor - isn't wrong exactly, but in a mine, tunnel is a better description as a corridor's more associated with overground buildings - you could say 'the rough stone corridor' which would work and might be good to use to describe the stoneworking in somewhere like Khazad-dûm perhaps - just a question of how you'd want the scene to come across.
 
Finally some fine-tuning in the matter of writing convincingly for canon. This is going to come across as very fussy because people do this all the time in pubs and even in more serious threads, but 'OK/okay' is not a word that even orcs or trolls would use in ME as written by Tolkien and was also never used in any scene in the PJ Trilogy. Out-takes possibly... 
 
'OK' is slang that wasn't in common use at all in the UK (and most certainly not in Oxford) until US troops were garrisoned here during WW2 and so it wasn't a word that Tolkien would have taken much notice of, or even been aware of necessarily, since most of his ME writing was well underway by then. So yes, I'm making a fuss, but it's in a good cause because suddenly saying OK in the middle of a serious piece of RP is really grating and completely ruins what might otherwise be a very authentic and well written post. Trey is a young hobbit and in looser threads it's not such a big deal and may sound fine, but I'd be failing you if I didn't pick you up on this in here. OK? Wink
The most valuable of all talents is that of never using two words when one
will do ~ Thomas Jefferson
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  Quote Kris Quote  Post ReplyReply Direct Link To This Post Posted: 17 Sep 2009 at 7:07pm
Yeah i did know most of what you said here, and the reason i didnt flipping well do it properly ill explain. See i did do it at first, but then i got so used to the english language that i got my own slang.Tongue But ok(or very well) ill see that i hold to these rules more in serious posts from now on. And ofcaurse there were some spelling errors wich you "spelled out" for me, so thanx for that.
About the injury, im going to be needing this dwarf to help clean the fish, so ill need his arms!Wink
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 17 Sep 2009 at 7:37pm
Nooo you're don't, but you can play with that as you like to suit how you've written it - Tongue this is mainly about cooking now, so work your kind of magic hairy toes! Wink
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  Quote Kris Quote  Post ReplyReply Direct Link To This Post Posted: 17 Sep 2009 at 7:55pm
alright i'm doLOL
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  Quote Prince Imrahil Quote  Post ReplyReply Direct Link To This Post Posted: 17 Sep 2009 at 11:46pm
By fighting our attackers anyway I wish I presume that means I can fight from my horse because if I can I would since a man on a horse is the equal of 12 men on foot (Getting hit by running horse that's trying to kill you with angry man with a good sword on the horses back sure even's things up) perhaps I could RP it where I start from horsback but get dragged off and must continue from there on foot? Or is my Destriers hoof injured to badly for that? In which case I'll need to stop at a nearby town and leave him their care for a while. 
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 18 Sep 2009 at 1:11am

The instructions give some clues to help you out with this

your horse appears to have picked up a stone and you dismount to deal with it, telling the Elves you won't be long and will catch them up. You are on your way back along a steeper narrower section of the trail, with giant looming boulders to negotiate when you hear shouting and then Valathil screaming for you to aid them. Urging your horse on through the worsening mists, you see several vague shapes milling around up ahead in the narrowest part of the path, trying to pull the two Elves off their horses.
 
So the horse is OK after you've checked out the leg that's troubling it, removed a stone or whatever - it's a minor problem in other words. With the fight situation you can set that up on a manoevrability footing due to the space limitations that have been set up for the ambush along the steep narrow track with the possibility of falling down a mountainside... so maybe you don't have so much scope to fight on horseback the whole time? You can stage the fight as you see fit, but Dellineth is unhorsed so you also need to take account of him (forget Valathil aside from the screaming) and the 'joining instruction' -
 
Your own blade is also out as you reach the fighting and leap from your horse onto another brigand who is trying to come at the Loremaster from behind.
 
You can go with that fighting from the horse if you want, but try to take note of all the factors set up for you in this scenario including bad visibility (although having a shiny elf helps you there a bit, remember 'full beam' can reflect in fog and so this would not necessarily light up a large area). The giant boulders give some cover advantage to the brigands as well, even though they may not be that well-armed (another thing left open to your interpretation. If your horse is capable of coping with all that then go for it and of course you have a free option to - (.... kill, wound or drive all of them off as you wish).
 
You can go the cavalry route if you want, but I'll be more impressed if you don't make it too easy for yourself - and a trained knight and a shiny elf are well able to deal with a half dozen robbers whether or not you're mounted... Wink
The most valuable of all talents is that of never using two words when one
will do ~ Thomas Jefferson
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  Quote Prince Imrahil Quote  Post ReplyReply Direct Link To This Post Posted: 18 Sep 2009 at 1:15am
Got it. I will probably dismount and fight on foot in that kind of terrain since fighting on a horse with steel shod hooves on wet steep rock in bad light in a narrow space isn't a good idea I'll leave my horse back at the wider spot He'll be able to handle himself and the theives wont know he's there.
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 18 Sep 2009 at 1:20am
Don't forget you don't need to do this in one post - have fun with it and give them a real hammering Wink
The most valuable of all talents is that of never using two words when one
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 18 Sep 2009 at 10:07pm
Mmmm that fish smells good! LOL 
Demni's wounds have been seen to and Trey was asking questions and talking to him so from that he could tell that the dwarf was talking and reacting normally so no concussions, although Demni did knock his head a little I think you said? Quite hard for a dwarf to suffer from that though I should think! Smile
Cooking: some names or terms are different in English - laurel for instance is called bay leaf over here, but the leaves are from the bay laurel, so that's not a mistake but might come in helpful if you're ever over here and need to shop Wink I like the way you're explaining about things like  Trey's eating out of the frying pan when he's just looking after himself on the road - bit much to have to carry plates around with you of course.
 
OK - spelling and some expressions
 
wich = which
defenitally = definitely
dwarvenkingdome = dwarven kingdom
untill = untill
carefull = careful
karkasses = carcases or carcasses
putt = put
darkbrown = dark brown
goldbrown = golden brown
anywhays = anyways
helpfull = helpful
mysterie = mystery
 
flym = I think this would be 'film' - is this the sort of slimy sticky clear gook on the fish?
high pain limit = high pain threshold (or tolerance)
he first washed his hands before dubbing dipping the fish in it and rubbed off any filth dirt you he could see with the naked eye
the proces of filering these fish = process of filleting
separate the flesh from the bone or rafters(?). = rafters would be ribs maybe - the bones that come out of the spine?
This made it taste heartily, since a fish's natural taste was somewhat weak, at least to this hobbits personal flavor = The added herbs enhanced the flavour since a fish's natural taste was somewhat delicate (or understated), at least to this hobbit's personal taste
Now it wasnt exactly a kingsmeal = Now it wasn't exactly a kingly dish
when relief comes = when the/my relief/replacement comes
 
OK - that's the Blue Mountains played through. Next up are the Hills of Evendim and I'll post the instructions after this. You may include anything that you need to regarding Trey seeing the dwarf king to tie in with him travelling eastwards and if you need to do more than one post then that's fine. There'll be more people to NPC in this next section so post any questions you may have and whether we need to discuss bringing someone else in to play with you as necessary. Thumbs Up
The most valuable of all talents is that of never using two words when one
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  Quote Prince Imrahil Quote  Post ReplyReply Direct Link To This Post Posted: 18 Sep 2009 at 10:22pm
Okay Jano I did my fight scene
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  Quote Jano Quote  Post ReplyReply Direct Link To This Post Posted: 18 Sep 2009 at 11:04pm
Got it but will comment tomorrow as I'm bushed and anyway want Nurbor to do a hand's turn with reviewing this as well *frowns at absentee co-runner* Wink
The most valuable of all talents is that of never using two words when one
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