https://tolkiengateway.net/w/api.php?action=feedcontributions&user=Basile+III&feedformat=atomTolkien Gateway - User contributions [en]2024-03-19T07:27:13ZUser contributionsMediaWiki 1.39.3https://tolkiengateway.net/w/index.php?title=User_talk:Basile_III&diff=250589User talk:Basile III2014-07-06T22:42:34Z<p>Basile III: </p>
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<div>{{Template:Welcome|realName=Hervé BARATTE|name=Basile III}}<br />
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-- [[User:Mith|<span style="color:#2F4F4F">'''Mith'''</span>]] <small>([[User talk:Mith|<span style="color:#696969">'''Talk'''</span>]]/[[Special:Contributions/Mith|<span style="color:#708090">Contribs</span>]]/[[Special:Editcount/Mith/Edits|<span style="color:#778899">Edits</span>]])</small> 22:35, 27 June 2014 (UTC)<br />
<br />
== Multiple accounts ==<br />
<br />
Hi there. Would I be right in thinking that both "Basile II" and "HBaratte" are also you? It is ''highly'' unusual for someone to have two accounts, never mind three. Wikipedia says about this:<br />
{{blockquote|The use of multiple Wikipedia user accounts for an improper purpose is called sock puppetry (often abbreviated in discussion as socking). Wikipedia editors are generally expected to edit using only one (preferably registered) account. Using a single account maintains editing continuity, improves accountability, and increases community trust, which helps to build long-term stability for the encyclopedia.}}<br />
I'm not sure why you've now created a third account. But is it possible you could use only one account so admins, like myself, are able to follow your edits? --{{User:Mith/sig}} 09:05, 30 June 2014 (UTC)<br />
<br />
:Hello Mith. Yes, you are right! I understand that it is unusual to have two or three accounts. Please excuse me! I wanted to create a new account but I don't know how to delete the others. I choose "Basile III" as my account so, if you can delete the two others, I shall thank you. Is it OK? Basile III 22:18, 30 June 2014 (UTC)<br />
<br />
::That's fine but we don't have the ability to delete accounts. So if you just this one from now on, that should be fine. --{{User:Mith/sig}} 11:18, 6 July 2014 (UTC)<br />
<br />
:::Yes, no problem! Please, say to me, do I have this ability to delete my two other accounts, because I have the will to do it? Basile III 22:42, 6 July 2014 (UTC)</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=User_talk:Basile_III&diff=250346User talk:Basile III2014-06-30T22:29:18Z<p>Basile III: /* Multiple accounts */</p>
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<div><br />
<br />
{{Template:Welcome|realName=Hervé BARATTE|name=Basile III}}<br />
<br />
-- [[User:Mith|<span style="color:#2F4F4F">'''Mith'''</span>]] <small>([[User talk:Mith|<span style="color:#696969">'''Talk'''</span>]]/[[Special:Contributions/Mith|<span style="color:#708090">Contribs</span>]]/[[Special:Editcount/Mith/Edits|<span style="color:#778899">Edits</span>]])</small> 22:35, 27 June 2014 (UTC)<br />
<br />
== Multiple accounts ==<br />
<br />
Hi there. Would I be right in thinking that both "Basile II" and "HBaratte" are also you? It is ''highly'' unusual for someone to have two accounts, never mind three. Wikipedia says about this:<br />
{{blockquote|The use of multiple Wikipedia user accounts for an improper purpose is called sock puppetry (often abbreviated in discussion as socking). Wikipedia editors are generally expected to edit using only one (preferably registered) account. Using a single account maintains editing continuity, improves accountability, and increases community trust, which helps to build long-term stability for the encyclopedia.}}<br />
I'm not sure why you've now created a third account. But is it possible you could use only one account so admins, like myself, are able to follow your edits? --{{User:Mith/sig}} 09:05, 30 June 2014 (UTC)<br />
<br />
Hello Mith. Yes, you are right! I understand that it is unusual to have two or three accounts. Please excuse me! I wanted to create a new account but I don't know how to delete the others. I choose "Basile III" as my account so, if you can delete the two others, I shall thank you. Is it OK? Basile III 22:18, 30 June 2014 (UTC)</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=User_talk:Basile_III&diff=250345User talk:Basile III2014-06-30T22:18:18Z<p>Basile III: /* Multiple accounts */</p>
<hr />
<div><br />
<br />
{{Template:Welcome|realName=Hervé BARATTE|name=Basile III}}<br />
<br />
-- [[User:Mith|<span style="color:#2F4F4F">'''Mith'''</span>]] <small>([[User talk:Mith|<span style="color:#696969">'''Talk'''</span>]]/[[Special:Contributions/Mith|<span style="color:#708090">Contribs</span>]]/[[Special:Editcount/Mith/Edits|<span style="color:#778899">Edits</span>]])</small> 22:35, 27 June 2014 (UTC)<br />
<br />
== Multiple accounts ==<br />
<br />
Hi there. Would I be right in thinking that both "Basile II" and "HBaratte" are also you? It is ''highly'' unusual for someone to have two accounts, never mind three. Wikipedia says about this:<br />
{{blockquote|The use of multiple Wikipedia user accounts for an improper purpose is called sock puppetry (often abbreviated in discussion as socking). Wikipedia editors are generally expected to edit using only one (preferably registered) account. Using a single account maintains editing continuity, improves accountability, and increases community trust, which helps to build long-term stability for the encyclopedia.}}<br />
I'm not sure why you've now created a third account. But is it possible you could use only one account so admins, like myself, are able to follow your edits? --{{User:Mith/sig}} 09:05, 30 June 2014 (UTC)<br />
Hello Mith. Yes, you are right! I understand that it is unusual to have two or three accounts. Please excuse me! I wanted to create a new account but I don't know how to delete the others. I choose "Basile III" as my account so, if you can delete the two others, I shall thank you. Is it OK? Basile III 22:18, 30 June 2014 (UTC)</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Arnor:_The_Realm&diff=250193Arnor: The Realm2014-06-28T18:24:28Z<p>Basile III: </p>
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<div>{{book<br />
|title=Arnor: The Realm<br />
|image=[[Image:MERP Arnor The Realm.jpg|225px]]<br />
|author=Wesley J. Frank, John David Ruemmler, Jeff McKeage, Heike Kubasch, Lisa J. Evans, Walter H. Hunt, Evan Jamieson, Richard Meyer, Robert G. Traynor<br />
|isbn=1-55806-176-2 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1994<br />
|format=Softcover<br />
|pages=416<br />
|ice=2005<br />
}}<br />
'''''Arnor: The Realm''''' is a supplement (in the ''Realm''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. The module was replaced and split into the two volumes [[Arnor: The Land]] and [[Arnor: The People|Arnor: The People]]. <br />
<br />
== Cover/Jacket Text == <br />
<br />
Arnor: The Realm includes: <br />
*COLOR TERRAIN MAPS detailing the lands of Arthedain, Cardolan, and Rhudaur - a total of 10 pages. <br />
*MYSTICAL AND RELIGIOUS ORDERS of Arthedain, including the healing Sisters of Nienna and the secret Lindalistyari. <br />
*WARCRAFT used by the three sister kingdoms, including the Dagarim Aran and the Degerim Ereter of Arthedain, the "Raggers" of Cardolan, and the mercenaries who sell their services to the highest bidder - the Radh Crann-Sleagha, the Cruaidh Maraich, the Troich-Armchleasah, and the Forak-Eiginn. <br />
*CASTLES, CITIES AND SITES including the eerie leaning hill of Cameth Brin, bustling and over-populated Tharbad, and the haunted Barrow-downs. <br />
*RANGERS OF THE NORTH - their history, organization, duties, and how to create a Ranger player character. <br />
*THE FATE OF THE KINGS, a series of exciting scenarios combining political intrigue with royal warfare. <br />
*COLOR CITY MAPS depicting the streets, canals, bridges, and edifices of Tharbad; the avenues, gardens, and libraries of Annúminas; and the earthen dikes, stone walls, and high guard towers of fortified Fornost Erain. <br />
<br />
In the year 861 of the Third Age, Arnor was sundered. The death of the tenth and last Arnorian king, Eärendur, left the North Kingdom's loyalties split among Eärendur's three surviving sons. Amlaith of Fornost, the eldest of the three and thus the Prince most deserving of inheriting his father's full domain, won the Sceptre of Annúminas but in the process lost half of Arnor's territory and much of her power. His brothers staked claim to the eastern and southern lands and successfully countered his attempts to reunify the realm. <br />
<br />
Thus the North Kingdom split into three independent, neighboring but lesser states: Arthedain, Cardolan, and Rhudaur. <br />
<br />
This realm module details the three sister kingdoms and their relations with one another. Much of the material covering Arthedain and Cardolan was previously available in [[Rangers of the North (book)|Rangers of the North]] and [[Lost Realm of Cardolan|The Lost Realm of Cardolan]]. The information on Rhudaur, together with more extensive lore concerning the inhabitants of sundered Arnor, has never appeared in previous modules.<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Southern_Gondor:_The_People&diff=250192Southern Gondor: The People2014-06-28T18:14:22Z<p>Basile III: </p>
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<div>{{book<br />
|title=Southern Gondor: The People<br />
|image=[[File:Southern Gondor, The People.jpg|225px]]<br />
|author=Jason Beresford, [[Anders Blixt]], Mats Blomqvist, Gunnar Brolin, Jeff Hatch, Tim Innes, Martin Rundkvist, Erik Ragvik, Olle Sahlin, [[Chris Seeman]], Magnus Seter<br />
|isbn=1-55806-255-6<br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1996]]<br />
|format=Softcover<br />
|pages=208<br />
|ice=2020<br />
}}<br />
'''''Southern Gondor: The People''''' is a supplement (in the ''Peoples''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. The supplement links with ''[[Southern Gondor: The Land]]''.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"There dwelt a hardy folk between the mountains and the sea. They were reckoned men of Gondor, yet blood was mingled, and there were short and swarthy folk among them whose sires came more from forgotten men who housed in the shadow of the hills in the Dark Years ere the coming of the kings. But beyond, in the great fief of Belfalas, dwelt Prince Imrahil in his castle of Dol Amroth by the sea, and he was of high blood, and his folk also, tall men and proud with sea-grey eyes."'' - The Return of the King <br />
<br />
Southern Gondor: The People tells of Elendil's sons, Isildur and Anárion, recounting their arrival on the shores of Endor and moving through the events of the great nation they founded there. Daen peoples first dwelt in the lands of Gondor before the kings, followed by the Pelargirean League who preceded the Faithful into the southern reaches of the realm. The Princes of Belfalas, the Haruze of Harandor, the Corsairs of Umbar made still later contributions to the complex politics governing Gondor's sovereign rule. The ebb and flow of war, prosperity, and ambition among these diverse inhabitants sets the stage for adventure. <br />
<br />
Southern Gondor: The People reaches back to the First Age to reveal the realm at that time and follow it through the millennia to the Fourth Age and the reign of Aragorn II. Culture, peoples, politics, religion, and individuals of note receive complete coverage - from the chieftain of the Oathbreakers and the watch-stones of the Woses to the moon-calendar of the Uinendili and the sacred Karma of Aldarion. <br />
<br />
Ten adventures bring it all to vibrant life. <br />
<br />
Southern Gondor: The People includes complete game stats for MERP and Rolemaster. <br />
<br />
Southern Gondor: The People features: <br />
<br />
*HEROES & KINGS - Isildur and Anárion loom larger than life, and the rulers who follow them are hardly less so. Telumehtar subjugates sun-darkened Umbar. Tarannon, the first of the Ship-kings, starts Gondor on the road to imperial glory. And Aragorn shepherds the realm through the War of the Ring. <br />
*DÚNEDAIN - The High Men of the West bring the lore and culture of their lost homeland to Gondor and blend these virtues with a love of truth and loyalty. <br />
*GONDORIANS - These sturdy peasant folk who tend field and croft revere Yavanna most of all the Valar, for her earth shapes the rhythm of their lives. <br />
*FESTIVALS - The ancient high days of Erukyermë, Erulaitalë, and Eruhantalë gain celebratory renewal in the South Kingdom. <br />
*WOSES - Drughu whose ancestors guarded the houses of the Folk of Haleth roam the lands of southern Gondor many ages before the Faithful arrived on Endor's shores. <br />
*HARUZE - Gondor's desert-dwelling neighbors give their friendship sometimes to the Dúnedain and at other times to hostile Umbar. <br />
*DAEN - These plaid-wearing charioteers follow the bizarre monuments of the Drughu into the meads between the mountains and the sea. There they dwell for centuries, herding their flocks and hammering bronze into mirrors, jewellery, and tools. <br />
*BOUGHS OF RETURN - Mystical artefacts bestowed by the Ainur and enchanted relics from the lost isle of Númenor await the Dúnedain in vault, library, and garden when peril threatens. <br />
*ADVENTURES - Crew a privateer and court peril on the waves and tides of Belfalas Bay! Hunt Haradan spies in the back alleys of Pelargir! Untangle the plots of an unusual Daen rebel! Stalk a stolen Mûmak through the taverns of Methir of the coast!<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Hands_of_the_Healer&diff=250191Hands of the Healer2014-06-28T18:00:39Z<p>Basile III: </p>
<hr />
<div>{{book<br />
|title=''Hands of the Healer: A Sourcebook for Healing and Herbs''<br />
|image=[[Image:merp_hands.jpg|225px]]<br />
|author=[[Mark R. Feil]]<br />
|isbn=1-55806-316-1 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1997]]<br />
|format=Softcover<br />
|pages=159<br />
|ice=2026<br />
}}<br />
'''''Hands of the Healer''''' is a supplement (in the ''Sourcebook''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
*Editor/developer: [[Chris Seeman]]<br />
*Linguistic contributions: William Hicklin, [[David Salo]], [[Arden R. Smith|Arden Smith]], [[Patrick H. Wynne|Patrick Wynne]]<br />
*Cover art: Brad Williams<br />
*Interior illustrations: Kalman Andrasofszky, [[Kent Burles]], [[Liz Danforth]], [[Pete Fenlon]], Friedrich A. Haas, Eric Knowles, Ellym Sirac<br />
*Maps: Richard Hughes Britton, [[Bridget Buxton]], [[Pete Fenlon|Peter C. Fenlon]]<br />
<br />
An "Erratum for ''Hands of the Healer''" was published in [[Other Hands 20|''Other Hands'' issue 20]], and an "Addendum for ''Hands of the Healer''", which included both the erratum and two cross-referencing tables, was published on the web site for ''[[Other Hands]]'' (see external link below).<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"Once more Aragorn bruised two leaves of athelas and cast them into the steaming water; and he laved her brow with it, and her right arm lying cold and nerveless on the coverlet. Then, whether Aragorn had indeed some forgotten power of Westernesse, or whether it was but his words of the Lady Éowyn that wrought them, as the sweet influence of the herb stole about the chamber it seemed to those who stood by that a keen wind blew through the window, and it bore no scent, but was an air wholly fresh and clean and young, as if it had not been breathed by any living thing and came new-made from snowy mountains high beneath a dome of stars, or from shores of silver far away washed by seas of foam. 'Awake, Éowyn, Lady of Rohan!' said Aragorn again, and he took her right hand in his and felt it warm with life returning."'' - The Return of the King <br />
<br />
The healing path is one of the most revered callings that a person may aspire to in Middle-earth; it is also one of the most valued professions among adventurers - men and women who face danger and the prospect of injury every day of their lives. <br />
<br />
Hands of the Healer fleshes out one of those professions most often chosen by fantasy gamers, whether as characters to be played or NPCs to be sought for their indispensable services. Equally useful to both players and gamemasters, this tome provides virtually everything one could possibly want to know about Middle-earth's healers and their craft. <br />
<br />
Hand of the Healer features: <br />
*56 CHARACTER DEVELOPMENT PACKAGES - Guidelines for creating MERP healers (including conversions for the Rolemaster Standard System) from over 40 distinct cultures. Now you can take on the role of a Northman shaman, a Black Númenórean necromantic priest, an Easterling Night-warder, or a Southron court physician - each with unique skills and healing magic! <br />
*NEW MEDICAL SKILLS - With the 4 new MERP/RMSS skills of Physic, Surgery, Apothecary and Midwifery, you'll be ready to confront any form of injury or illness in your adventure campaign. <br />
*STATIC MANEUVER TABLE - Several of the new skills and healing powers described in this book are accompanied by tables for MERP and RMSS, so that you can instantly determine maneuver results regardless of which game system you are using. <br />
*296 HERBS, CURATIVES AND POISONS - The largest compendium of medicinals and poisons ever assembled for a fantasy role playing game, this exhaustive encyclopedia is the ultimate reference tool for herbs and other curative substances, such as athelas, miruvor or lembas. The compendium references every healing herb or poison that has ever appeared in the Middle-earth series to date, including 67 entirely new entries. All are indexed according to environment (mountains, forests, deserts, etc.), healing category (life preservation, physical enhancement, surface repair, etc.) and alternate names (Westron, Elvish, etc.). <br />
*MECCG SCENARIOS - Try your healing hand with "The Houses of Healing" and "Ioreth's Escort," two new scenarios for use with ICE's Middle-earth Collectible Card Game. Includes a dozen new MECCG sites for casual play. <br />
<br />
==External links==<br />
<br />
*[http://fanmodules.free.fr/Other%20Hands/healer.html "Addendum for ''Hands of the Healer''" (cached page)]<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Hands_of_the_Healer&diff=250190Hands of the Healer2014-06-28T17:55:58Z<p>Basile III: Move Stock Number</p>
<hr />
<div>{{book<br />
|title=''Hands of the Healer: A Sourcebook for Healing and Herbs''<br />
|image=[[Image:merp_hands.jpg|225px]]<br />
|author=[[Mark R. Feil]]<br />
|isbn=1-55806-316-1 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1997]]<br />
|format=Softcover<br />
|pages=159<br />
|ice=2026<br />
}}<br />
'''''Hands of the Healer''''' is a supplement (in the ''Sourcebook''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
*Editor/developer: [[Chris Seeman]]<br />
*Linguistic contributions: William Hicklin, [[David Salo]], [[Arden R. Smith|Arden Smith]], [[Patrick H. Wynne|Patrick Wynne]]<br />
*Cover art: Brad Williams<br />
*Interior illustrations: Kalman Andrasofszky, [[Kent Burles]], [[Liz Danforth]], [[Pete Fenlon]], Friedrich A. Haas, Eric Knowles, Ellym Sirac<br />
*Maps: Richard Hughes Britton, [[Bridget Buxton]], [[Pete Fenlon|Peter C. Fenlon]]<br />
<br />
An "Errata for ''Hands of the Healer''" was published in [[Other Hands 20|''Other Hands'' issue 20]], and an "Addendum for ''Hands of the Healer''", which included both the errata and two cross-referencing tables, was published on the web site for ''[[Other Hands]]'' (see external link below).<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"Once more Aragorn bruised two leaves of athelas and cast them into the steaming water; and he laved her brow with it, and her right arm lying cold and nerveless on the coverlet. Then, whether Aragorn had indeed some forgotten power of Westernesse, or whether it was but his words of the Lady Éowyn that wrought them, as the sweet influence of the herb stole about the chamber it seemed to those who stood by that a keen wind blew through the window, and it bore no scent, but was an air wholly fresh and clean and young, as if it had not been breathed by any living thing and came new-made from snowy mountains high beneath a dome of stars, or from shores of silver far away washed by seas of foam. 'Awake, Éowyn, Lady of Rohan!' said Aragorn again, and he took her right hand in his and felt it warm with life returning."'' - The Return of the King <br />
<br />
The healing path is one of the most revered callings that a person may aspire to in Middle-earth; it is also one of the most valued professions among adventurers - men and women who face danger and the prospect of injury every day of their lives. <br />
<br />
Hands of the Healer fleshes out one of those professions most often chosen by fantasy gamers, whether as characters to be played or NPCs to be sought for their indispensable services. Equally useful to both players and gamemasters, this tome provides virtually everything one could possibly want to know about Middle-earth's healers and their craft. <br />
<br />
Hand of the Healer features: <br />
*56 CHARACTER DEVELOPMENT PACKAGES - Guidelines for creating MERP healers (including conversions for the Rolemaster Standard System) from over 40 distinct cultures. Now you can take on the role of a Northman shaman, a Black Númenórean necromantic priest, an Easterling Night-warder, or a Southron court physician - each with unique skills and healing magic! <br />
*NEW MEDICAL SKILLS - With the 4 new MERP/RMSS skills of Physic, Surgery, Apothecary and Midwifery, you'll be ready to confront any form of injury or illness in your adventure campaign. <br />
*STATIC MANEUVER TABLE - Several of the new skills and healing powers described in this book are accompanied by tables for MERP and RMSS, so that you can instantly determine maneuver results regardless of which game system you are using. <br />
*296 HERBS, CURATIVES AND POISONS - The largest compendium of medicinals and poisons ever assembled for a fantasy role playing game, this exhaustive encyclopedia is the ultimate reference tool for herbs and other curative substances, such as athelas, miruvor or lembas. The compendium references every healing herb or poison that has ever appeared in the Middle-earth series to date, including 67 entirely new entries. All are indexed according to environment (mountains, forests, deserts, etc.), healing category (life preservation, physical enhancement, surface repair, etc.) and alternate names (Westron, Elvish, etc.). <br />
*MECCG SCENARIOS - Try your healing hand with "The Houses of Healing" and "Ioreth's Escort," two new scenarios for use with ICE's Middle-earth Collectible Card Game. Includes a dozen new MECCG sites for casual play. <br />
<br />
==External links==<br />
<br />
*[http://fanmodules.free.fr/Other%20Hands/healer.html "Addendum for ''Hands of the Healer''" (cached page)]<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=The_Northern_Waste&diff=250189The Northern Waste2014-06-28T17:53:48Z<p>Basile III: Move Stock Number</p>
<hr />
<div>{{disambig-two|a [[Middle-earth Role Playing|MERP]] supplement|region of [[Middle-earth]]|[[Northern Waste]]}}<br />
{{book<br />
| title=The Northern Waste<br />
| image=[[Image:MERP The Northern Waste.jpg|225px]]<br />
| author=Randy Maxwell<br />
| isbn=1-55806-226-3 <br />
| publisher=[[Iron Crown Enterprises]]<br />
| date=[[1997]]<br />
| format=Softcover<br />
| pages=189<br />
|ice=2025<br />
}}<br />
'''''The Northern Waste''''' is a supplement (in the ''Realm''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
*Cover art: [[Angelo Montanini]]<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"...the power of Angmar arose again, and the Witch-king came down upon Arthedain before winter was ended.... But King Arvedui held out upon the North Downs until... he was driven at last by hunger to seek the help of the Lossoth, the Snowmen of Forochel.... When Círdan heard... of the king's flight to the north, he at once sent a ship to Forochel to seek for him.... When the Snowmen saw the ship they were amazed and afraid, for they had seen no such ship on the sea within their memories.... And the chief of the Lossoth said to Arvedui: 'Do not mount on this sea-monster! If they have them, let the seamen bring us food and other things that we need, and you may stay here till the Witch-king goes home. For in summer his powers wanes; but now his breath is deadly, and his cold arm is long.' But Arvedui did not take his council.... Yet the counsel of the Lossoth was good, by chance or by foresight; for the ship had not reached the open sea when a great storm of wind arose, and came with blinding snow out of the North; and it drove the ship back upon the ice and piled ice up against it. Even the mariners of Círdan were helpless, and in the night the ice crushed the hull, and ship foundered. So perished Arvedui Last-king, and with him the palantíri were buried in the sea."'' - The Return of the King <br />
<br />
Let Arvedui's tragic tale serve as a warning of the perils that await any who would brave the vast, arctic wilderness of the Northern Waste. Bounded by the great Ice-bay of Forochel, this seemingly endless expanse of snow and tundra stretches to the frozen ends of Middle-earth. Home to the mysterious Lossoth, the Northern Waste is a titanic battleground of natural and supernatural forces, all contending for the destiny of this forbidding land. <br />
<br />
The Northern Waste unlocks an exciting new realm of adventure never before covered by ICE's Middle-earth series. Now at last you can travel to the northernmost shores of Middle-earth - and beyond! The Northern Waste includes complete stats for Middle-earth Role Playing, Rolemaster, and Lord of the Rings Adventure Game. It is the first MERP module to contain scenario material for ICE's best-selling Middle-earth Collectible Card Game. <br />
<br />
The Northern Waste features: <br />
*COLOR MAP - An exquisitely drawn map (17" x 22") brings the Northern Waste to life with vibrant color and elegant realism, covering nearly 450,000 square miles of breathtaking terrain. <br />
*LOSSOTH - Sojourn with a people whose strange customs and lifeways are profoundly shaped by the harsh environment in which they live. Learn the riimut, the enchanted runes through which the Lossoth channel the invisible energies of the Spirit World. Witness one of the bloodless "song duels" the Snowmen use to settle disputes. Meditate upon the wisdom of tasapaino, the ideal of harmony and balance that guides the hearts and deeds of this practical yet noble culture. <br />
*THE LANDLESS LAND - Dare to tread the pathless leagues of Arda's polar ice-cap. Behold Helloth, fabled ice-city of the Snow-elves that guards Helecthil, the mysterious source of the northern lights. <br />
*MORGOTH'S REALM - Explore the cyclopean wreckage of Angband, birthplace of dragons and ancient stronghold of Morgoth. Evade the elemental spirits that prey upon the Free Peoples of the land: Jäänainen, Siren of the Ice; Eloeklo, Demon of the North Wind; Durlach, Balrog of the Fire Veils. <br />
*EVERMIST - Seek the hidden valley of Evermist, sanctuary to a secretive order of Noldorin mystics sworn to rid the Northern Waste of Morgoth's taint. Undertake a vision path to recover one of the lost yavanníri, the frozen tears shed by Yavanna for the healing of the Wounded Land. <br />
*ADVENTURES - Two full-length, ready-to-run scenarios offer instant adventure. Rumors of "The Ivory Hoard" lure fortune-seekers onto the fringes of the Northern Waste, presenting the GM with a golden opportunity to acquaint players with the Lossoth and their customs. Meanwhile, terror strikes Forochel's bay as stout-hearted heroes gird themselves for a deadly foray into "The Haunted Berg." <br />
*MECCG SITES AND SCENARIOS - Expand your Middle-earth card game into the Northern Waste with three exciting new scenarios and a host of new sites all laid out on the reverse side of the color terrain maps. <br />
{{DEFAULTSORT:Northern Waste, The}}<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Southern_Gondor:_The_Land&diff=250188Southern Gondor: The Land2014-06-28T17:51:57Z<p>Basile III: Move Stock Number</p>
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<div>{{book<br />
|title=Southern Gondor: The Land<br />
|image=[[File:Southern Gondor, The Land.jpg|225px]]<br />
|author=Jason Beresford, [[Anders Blixt]], Mats Blomqvist, Gunnar Brolin, Jeff Hatch, Tim Innes, Åke Rosenius, Martin Rundkvist, Erik, Rågvik, [[Chris Seeman]], Magnus Seter<br />
|isbn=1-55806-256-4<br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1996]]<br />
|format=Softcover<br />
|pages=205<br />
|ice=2021<br />
}}<br />
'''''Southern Gondor: The Land''''' is a supplement (in the ''Lands''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. The supplements links with ''[[Southern Gondor: The People]]''.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"Where are we, Gandalf?" he asked.''<br />
''" In the realm of Gondor," the wizard answered...''<br />
''" Pippin became drowsy again and paid little attention to Gandalf telling him of the customs of Gondor, and how the Lord of the City had beacons built on the tops of outlying hills along both borders of the great range, and maintained posts at these points where fresh horses were always in readiness to bear his errand-riders to Rohan in the North, or Belfalas in the South."'' - The Return of the King <br />
<br />
''Southern Gondor: The Land'' presents Gondor's coastal provinces in vivid color and detail. The route of humble country lane and famous high road; the scattering of manor, hamlet, village, and town across hill and dale; the placement of beacon, guard posts, haven, and citadel; the ebb and flow of peril and adventure - all play a part in this exciting region. <br />
<br />
Travel the highways and byways of southern Gondor like the intrepid King's Writer who tested the accuracy of his monarch's maps. Discover genial hosts, unusual folk ways, geological wonders, and secrets that linger from the days of the Second Age and the Númenórean colonies sheltered by the middle continent. And beware the sea-longing that stirs the hearts of all who linger too long by Belegaer's waves and breezes. Southern Gondor: The Land includes complete stats for MERP and Rolemaster. <br />
<br />
Southern Gondor: The Land features: <br />
*COLOR MAPS - 2 exquisite terrain maps depicting Gondor's coastal provinces and territories from Andrast and Anfalas through Lamedon and Belfalas to Harithilien at the skirts of the Ephel Dúath. <br />
*GAZETTEER - a convenient compilation of the significant and fascinating sites and features of southern Gondor, including these six and many more: <br />
**Bar Morthil, royal estate at Andrast's tip. <br />
**Cûm Taran, sacred highlands of five faithful Daen clans in the Ered Torthonion. <br />
**Gobel Tolfalas, seat of the fief's royal warden. <br />
**Iant Harnen, engineering marvel that spans a vast river valley. <br />
**Men Dirnen, a caravan route dating from the Second Age. <br />
**Úlond, the treacherous waters off the Andrast coast. <br />
*FINDEGIL'S COMMENTARY - scholarly notes on Sindarin place-names penned by the engaging traveler and King's Writer who knew the pleasures of warm hospitality and a well-stoked wine-cellar and who enjoyed a quixotic passion for linguistic purity. <br />
*HAVENS - Pelargir and its magnificent ship-garth; Lord Ernil, the heart of Gondorian reverence for the Lady of the Seas; and Edhellond, way station for Elven pilgrims to the West. <br />
*CITADELS - Tir Groth, an ancient Elven-fortified grotto blessed by Ulmo's favor; Lugh Gobha, the Coentis cavern-stronghold tainted by the Oathbreaking and haunted by shades of the dead; Tirith Aaer, the magnificent Sea-ward Tower where Galadriel dwelt for a time; Hall of the Faithful, Pelargir's sacred repository for Ulmo's blessing and the knowledge tradition of Númenor and Ost-en-Ernil, the massive fortress of the Prince of Belfalas. <br />
*THE LOST ELENDILMIR - trace the strange journeys of a priceless artifact of ancient Númenor and recover it for the rightful king of Gondor. <br />
*RISE OF THE PRETENDER - navigate the tumultuous currents of Haruze ambition and resentment when an unscrupulous claimant seeks the Gondorian throne. <br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Southern_Gondor:_The_People&diff=250187Southern Gondor: The People2014-06-28T17:50:01Z<p>Basile III: Move Stock Number</p>
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<div>{{book<br />
|title=Southern Gondor: The People<br />
|image=[[File:Southern Gondor, The People.jpg|225px]]<br />
|author=Jason Beresford, [[Anders Blixt]], Mats Blomqvist, Gunnar Brolin, Jeff Hatch, Tim Innes, Martin Rundkvist, Erik Ragvik, Olle Sahlin, [[Chris Seeman]], Magnus Seter<br />
|isbn=1-55806-255-6<br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1996]]<br />
|format=Softcover<br />
|pages=208<br />
|ice=2020<br />
}}<br />
'''''Southern Gondor: The People''''' is a supplement (in the ''Peoples''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. The supplement links with ''[[Southern Gondor: The Land]]''.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"There dwelt a hardy folk between the mountains and the sea. They were reckoned men of Gondor, yet blood was mingled, and there were short and swarthy folk among them whose sires came more from forgotten men who housed in the shadow of the hills in the Dark Years ere the coming of the kings. But beyond, in the great fief of Belfalas, dwelt Prince Imrahil in his castle of Dol Amroth by the sea, and he was of high blood, and his folk also, tall men and proud with sea-grey eyes."'' - The Return of the King <br />
<br />
Southern Gondor: The People tells of Elendil's sons, Isuldur and Anárion, recounting their arrival on the shores of Endor and moving through the events of the great nation they founded there. Daen peoples first dwelt in the lands of Gondor before the kings, followed by the Pelargirean League who preceded the Faithful into the southern reaches of the realm. The Princes of Belfalas, the Haruze of Harandor, the Corsairs of Umbar made still later contributions to the complex politics governing Gondor's sovereign rule. The ebb and flow of war, prosperity, and ambition among these diverse inhabitants sets the stage for adventure. <br />
<br />
Southern Gondor: The People reaches back to the First Age to reveal the realm at that time and follow it through the millennia to the Fourth Age and the reign of Aragorn II. Culture, peoples, politics, religion, and individuals of note receive complete coverage - from the chieftain of the Oathbreakers and the watch-stones of the Woses to the moon-calendar of the Uinendili and the sacred Karma of Aldarion. <br />
<br />
Ten adventures bring it all to vibrant life. <br />
<br />
Southern Gondor: The People includes complete game stats for MERP and Rolemaster. <br />
<br />
Southern Gondor: The People features: <br />
<br />
*HEROES & KINGS - Isildur and Anárion loom larger than life, and the rulers who follow them are hardly less so. Telumehtar subjugates sun-darkened Umbar. Tarannon, the first of the Ship-kings, starts Gondor on the road to imperial glory. And Aragorn shepherds the realm through the War of the Ring. <br />
*DÚNEDAIN - The High Men of the West bring the lore and culture of their lost homeland to Gondor and blend these virtues with a love of truth and loyalty. <br />
*GONDORIANS - These sturdy peasant folk who tend field and croft revere Yavanna most of all the Valar, for her earth shapes the rhythm of their lives. <br />
*FESTIVALS - The ancient high days of Erukyermë, Erulaitalë, and Eruhantalë gain celebratory renewal in the South Kingdom. <br />
*WOSES - Drughu whose ancestors guarded the houses of the Folk of Haleth roam the lands of southern Gondor many ages before the Faithful arrived on Endor's shores. <br />
*HARUZE - Gondor's desert-dwelling neighbors give their friendship sometimes to the Dúnedain and at other times to hostile Umbar. <br />
*DAEN - These plaid-wearing charioteers follow the bizarre monuments of the Drughu into the meads between the mountains and the sea. There they dwell for centuries, herding their flocks and hammering bronze into mirrors, jewellery, and tools. <br />
*BOUGHS OF RETURN - Mystical artefacts bestowed by the Ainur and enchanted relics from the lost isle of Númenor await the Dúnedain in vault, library, and garden when peril threatens. <br />
*ADVENTURES - Crew a privateer and court peril on the waves and tides of Belfalas Bay! Hunt Haradan spies in the back alleys of Pelargir! Untangle the plots of an unusual Daen rebel! Stalk a stolen Mûmak through the taverns of Methir of the coast!<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Mirkwood_(MERP)&diff=250186Mirkwood (MERP)2014-06-28T17:48:48Z<p>Basile III: Move Stock Number</p>
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<div>{{disambig-more|Mirkwood|[[Mirkwood (disambiguation)]]}}<br />
{{book<br />
|title=Mirkwood<br />
|image=[[Image:Mirkwood (MERP).jpg|225px]]<br />
|author=John David Ruemmler, Susan Tyler Hitchcock, [[Pete Fenlon|Peter C. Fenlon]]<br />
|isbn=1-55806-246-7<br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1995]]<br />
|format=Softcover<br />
|pages=160<br />
|ice=2019<br />
}}<br />
'''''Mirkwood''''' is a supplement (in the ''Realm''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. It replaced the 1st Edition ''[[Mirkwood: The Wilds of Rhovanion]]'' campaign module which was itself a combination of the 1st Edition [[Northern Mirkwood (1984)|''Northern Mirkwood'' (1984)]] and ''[[Southern Mirkwood]]'' campaign modules.<br />
<br />
For use with this supplement, [[Mithril Miniatures]] released two sets of metal miniatures (M83 - M92 ''Mirkwood I'' and M103 - M112 ''Mirkwood II'').<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"They walked in single file. The entrance to the path was like the sort of arch leading into a gloomy tunnel made by two great trees that leant together, too old and strangled with ivy and hung with lichen to bear more than a few blackened leaves. The path itself was narrow and wound in and out among the trunks. Soon the light at the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while all the trees leaned over them and listened."'' - The Hobbit, p. 139 <br />
<br />
Once named Greenwood the Great, the treeland then harbored starlight and song under its arching eaves. Only the northern woods now retain memories of the old splendor, and the elven magic guarding their borders has grown fey and perilous. The dread Necromancer inhabits Dol Guldur in tangled southern Mirkwood, and the whole forest cringes from his Shadow. Twisted hemlocks and soot-block webs shelter his minions and fell wild creatures. <br />
<br />
Mirkwood is a reprint of the 1988 ICE campaign module titled Mirkwood, The Wilds of Rhovanion. This reprint as a realm piece features the excellence of the previous bestseller along with a number of new floorplans and illustrations. Mirkwood includes complete stats for MERP, the Lord of the Rings Adventure Game, and Rolemaster. <br />
<br />
Mirkwood features: <br />
<br />
*COLOR MAPS - two beautifully rendered maps depicting northern and southern Mirkwood, as well as the varied lands adjacent to the vast forest. <br />
*RADAGAST & RHOSGOBEL - the master of shapes and hues and his wizardly home with its many woodland visitors. <br />
*NORTHMEN - Beornings whose lords practice shape-shifting; Sairthéod in their tree-house village; Dalemen and Lakemen, descendants of the noble First-Age Edain; Woodmen who rove the forest in clans; and horse-loving Éothraim, ancestors of the Rohirrim. <br />
*DWARVES OF THE IRON HILLS - the stalwart forefathers of Dáin Ironfoot who came to Thorin Oakenshield's aid at Erebor later in the Age. <br />
*THE ELVES OF THRANDUIL'S HALLS - wood-wise folk who celebrate starlight, song, and the trees of the forest with feasting and harp music in scenic glens. <br />
*CREATURES OF SHADOW - Dragons from the Withered Heath who fly south in search of prey; Great Spiders and their dark webs that reach from trunk to trunk; Stone Trolls who roam the Emyn-nu-Fuin; and wakeful trees with evil hearts and hostile boughs. <br />
*MINIONS OF THE NECROMANCER - the Ringwraith who rules the Naked Hill; the Black Trolls who serve as the citadel's warlords; and the hordes of Orc-warriors who raid at their command. <br />
*CULT OF THE LONG NIGHT - animistic shamans who revere darkness and teach its tenets on moonless nights. <br />
*DARK SITES - Sarn Goriwing, the sorcerous tower dominating the headwaters of the Enchanted River; the Nan Morsereg, a vale harboring dark cults and nocturnal terrors; and the Gloom-spike, lofty home to a crazed seer.<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Angmar_(book)&diff=250185Angmar (book)2014-06-28T17:47:38Z<p>Basile III: Move Stock Number</p>
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<div>{{disambig-more|Angmar|[[Angmar (disambiguation)]]}}<br />
{{book<br />
|title=Angmar<br />
|image=[[Image:Angmar (MERP).jpg|225px]]<br />
|author=Graham Staplehurst, Heike Kubasch<br />
|isbn=1-55806-244-0 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1995]]<br />
|format=Softcover<br />
|pages=160<br />
|ice=2018<br />
}}<br />
'''''Angmar''''' is a supplement (in the ''Realm''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. It replaced the 1st Edition ''[[Empire of the Witch-king]]'', which itself combined revised material from the 1st Edition ''[[Angmar: Land of the Witch King]]'' with over 70 pages of new text.<br />
<br />
For use with this supplement, [[Mithril Miniatures]] released a set of metal miniatures (M42 - M51 ''Witch-king of Angmar Army'').<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains and there were gathered many evil men, and Orcs, and other fell creatures. [The lord of that land was known as the Witch-king, but it was not known until later that he was indeed the chief of the Ringwraiths, who came north with the purpose of destroying the Dûnedain in Arnor, seeing hope in their disunion, while Gondor was strong.]"'' - The Return of the King, Appendix A <br />
<br />
The Iron-home, domain of the Witch-king, is a cold, bleak land roamed by dark-robed Warrior Priests. These sinister wanderers oversee the slaves, soldiery, and Orcish tribes who serve the master of Carn Dûm. Fear is their whip-handle and shadow their wake. The sunshine of Angmar is thin, the bitterness of the climate lodges deep in both the land and its inhabitants. The Iron-home's chill darkness threatens not only neighboring Arthedain, successor kingdom of Arnor, but all the Free Peoples of Middle-earth. <br />
<br />
Angmar is a reprint of the 1989 ICE campaign module titled Empire of the Witch-king. This reprint as a realm piece features the excellence of the previous bestseller along with a plethora of exquisite new illustrations. Angmar includes complete stats for MERP, the Lord of the Rings Adventure Game, and Rolemaster. <br />
<br />
Angmar features: <br />
*COLOR MAPS - depicting the northernmost arm of the Misty Mountains and the highland plateau of the Iron-home, as well as the great fortress Carn Dûm, the seat of the Witch-king's rule. <br />
*ORC TRIBES - the disunified Orc army that comprises the vast majority of the Witch-king's war host; these troops are controlled by the terrible Olog warlord Rogrog and include the renowned Askai spearmen, the mail-coated Kurkurum, the cannibalistic Ulogarûm, the ritual-driven Uruk-lûgat, and many more. <br />
*MORNATURI - the six deadly generals who govern the Witch-king's mannish warriors. <br />
*GULMATHAUR - the three sinister High-priests who formulate strategies to subvert all of Endor to the worship of Darkness. <br />
*CARN DÛM - the imposing mountain citadel of the Lord of Morgul presented in extensive floorplans accompanied by detailed descriptive text. <br />
*ORC-HOLDS - maze-like tribal cavern complexes and fetid earthwork "palaces," such as suffocating Storugoruz and noisome Shartap-krûal. <br />
*RUINS FROM THE ANCIENT DAYS - a sage's mound, a haunted mountain tarn, and a crumbling Dúnadan willa, all of which harbor hidden secrets from the distant past. <br />
*ORKISH GLOSSARY - over 1000 Orkish words paired with their English translations. <br />
*WARRIOR PRIESTS & ORC-FIGHTERS - rules for creating player-characters who operate under the Witch-king's iron rule. <br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=The_Shire_(book)&diff=250184The Shire (book)2014-06-28T17:46:18Z<p>Basile III: Move Stock Number</p>
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<div>{{disambig-more|Shire|[[Shire (disambiguation)]]}}<br />
{{book<br />
|title=The Shire<br />
|image=[[Image:The Shire (MERP).jpg|225px]]<br />
|author=Wesley Frank<br />
|isbn=1-55806-234-3 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1995<br />
|format=Softcover<br />
|pages=276<br />
|ice=2017<br />
}}<br />
'''''The Shire''''' is a supplement (in the ''Realm''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
For use with this supplement, [[Mithril Miniatures]] released a set of metal miniatures (M52 - M61 ''The Shire People'').<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"As for the Hobbits of the Shire, with whom these tales are concerned, in the days of their peace and prosperity they were a merry folk. They dressed in bright colors, being notably fond of yellow and green; but they seldom wore shoes, since their feet had tough leathery soles and were clad in thick curling hair, much like the hair of their heads, which was commonly brown... Their faces were good-natured rather than beautiful, broad, bright-eyed, red-cheeked, with mouths apt to laughter, and to eating and drinking. And laugh they did, and eat, and drink, often and heartily, being fond of simple jests at all times... They were hospitable and delighted in parties, and in presents, which they gave away freely and eagerly accepted."'' - The Fellowship of the Ring, Prologue <br />
<br />
The Hobbits of the Shire did not always dwell in peace and prosperity. Their beginnings in the Glennen were characterized by frugal living, hidden residences, and terror of the Necromancer's growing presence. Crossing the Misty Mountains to escape his Shadow, they encountered the arrogance and ridicule of Men along with all the perils of the wide world. The Shire was granted to the Halflings by King Argeleb II as their new homeland, but even then they faced strife from within and without. The Hobbit tribes of the Tooks, Pendles, and the Bucks were at odds continuously. And the Lords of House Tarma coveted the Halfling territory. Adventurers who visit the Shire will need to keep their blades loose in the scabbard - feuding Hobbit clans, proud and greedy nobles, strange remnants from the Eldar Days, and roving bandits all threaten the unwary. The Shire includes complete stats for MERP, the Lord of the Rings Adventure Game, and Rolemaster. <br />
<br />
The Shire features: <br />
*COLOR MAPS - vivid renditions of the Shire in {{TA|1640}} and {{TA|3018}}. <br />
*THE GLENNEN - the mountain slopes and river vales where the Hobbits first lifted their faces to the sun, paddled their cockle-boats, and shrank from the Shadow that gathered in the East. <br />
*SIRAGALË - the rolling hills, that would one day become the Shire, but first were roamed by the Sirannar, a reclusive branch of the Nando Elves. <br />
*THE SHIRE GRANT - an account of the unique political tangle that culminated in the gift of the Shire to the Hobbits from Arthadan King Argeleb II. <br />
*THE SHIRE OF BILBO'S DAY - that pocket of tranquility guarded secretly by the Rangers of the North. <br />
*THE TOOK-THAINS - the chieftains of that adventuresome family of Hobbits from whose lineage sprang Bilbo and Frodo. <br />
*HOBBITS - the renowned heroes Merry, Pippin, and Sam, as well as more anonymous personalities with an equal measure of bravery, Kocho Kurl, Molly Boffin, Gresham Shaper, and others. <br />
*SITES - smials and hamlets of the Hobbits, tree-garths of the dwindling Sirannar, and manors of the Dúnedain. <br />
*ADVENTURES - join the Periwott Halflings in their struggle with unexpected guests: an Orc ambush camped on their doorstep; discover the malevolent aims of the "Nackers," bogies with sharp fangs and claws who haunt the nights in the Marish; learn the origins of the great wolf that witnesses riots and stonings, proof that the passions of the Eldar Days still breath their peril into the tame lands of even the Shire.<br />
{{title|italics}}<br />
{{DEFAULTSORT:Shire}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Lake-town_(book)&diff=250183Lake-town (book)2014-06-28T17:44:57Z<p>Basile III: Move Stock Number</p>
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<div>{{disambig-two|a [[Middle-earth Role Playing|MERP]] supplement|town in [[Rhovanion]]|[[Lake-town]]}}<br />
{{book<br />
|title=Lake-town<br />
|image=[[Image:Ice_merp_2016.jpg]]<br />
|author=[[Zachariah Woolf]]<br />
|isbn=1-55806-229-7 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1995]]<br />
|format=Softcover<br />
|pages=189<br />
|ice=2016<br />
}}<br />
'''''Lake-town''''' is a supplement (in the ''Citadel''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
For use with this supplement, [[Mithril Miniatures]] released a set of metal miniatures (M130 - M135 ''Lake-town'').<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"Not far from the mouth of the Forest River was the strange town he heard the Elves speak of in the king's cellars. It was not built on the shore, though there were a few huts and buildings there, but right out on the surface of the lake, protected from the swirl of the entering river by a promontory of rock which formed a calm bay. A great bridge made of wood ran out to where on huge piles made of forest trees was built a busy wooden town, not a town of elves but of Men, who still dared to dwell here under the shadow of the distant dragon-mountain. They still throve on the trade that came up the great river from the South and was carted past the falls to their town; but in the great days of old, when Dale in the North was rich and prosperous, they had been wealthy and powerful, and there had been fleets of boats on the waters, and some were filled with gold and some with warriors in armour, and there had been wars and deeds which were now only a legend..."'' - The Hobbit <br />
<br />
Explore the Northron settlement where Bilbo and the Dwarves were feasted and supplied during their journey toward Smaug the Dragon! Moor your boat at the town's quays, search for exotic goods from the East in the stalls of its Great Wharf, or witness the changing of its formidable Bridge Guard accompanied by the retrieval of the hlaestingas, the collected trade tariffs. <br />
<br />
Lake-town presents this mercantile center in all its vivid bustle, including craft associations, the burg's coiner, drihten who collects the tools, and smugglers. An introductory adventure followed by a two-part mini-campaign draws player characters into the watery labyrinth amidst the piles below the town's wooden streets and out into the wild lands surrounding the Long Lake. In the aftermath of the Plague, Orcs and Trolls and Undead have the upper hand in the Wilds. Keep you hand on your sword hilt, if you venture far from Esgaroth! Lake-town includes complete stats for MERP and Rolemaster. <br />
<br />
Lake-town includes: <br />
*COLOR MAP - depicting the Northron settlement in vivid hues. <br />
*THE BODY IN THE WATER - acquaint yourself with Lake-town by paddling through the forest of piers supporting the town's platform in search for the link between the charnel house corpse and a barrel of spilled barley. <br />
*HISTORY - from the days of quaint stilt-houses, through the years of the "Reed-delving", the Great Plague, and the Wainrider onslaught, to the Golden Age when Dwarves brought the trade and wealth that tempted the Dragon Smaug to fly south to the Long Lake. <br />
*THE MAESTA OF ESGAROTH - the Master who treats with Lake-town's enemies and allies and mediates between disputing craft edfreahir. <br />
*LAKE-FOLK - Bedarof the Guard-lord, Saewis the Boat-wright, Bogatung the Wyrdwoman, Hildagrippa of the Erannun Inn, and many more. <br />
*HIGH-HOUSES, GROGHALLS, & WARESTORES - the buildings that stand on the immense platform supporting Lake-town, presented in over 40 detailed maps and floorplans. <br />
*TWO HEADS ARE BETTER THAN ONE - venture into the Wilds surrounding Lake-town to confront a most unusual Half-troll and her voracious appetite; then race against the Cruel One of the Woad. <br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=The_Kin-strife&diff=250182The Kin-strife2014-06-28T17:43:58Z<p>Basile III: Move Stock Number</p>
<hr />
<div>{{disambig-two|a [[Middle-earth Role Playing|MERP]] supplement|conflict in [[Gondor]]|[[Kin-strife]]}}<br />
{{book<br />
|title=The Kin-strife<br />
|image=[[File:The Kin-strife (MERP).jpg|225px]]<br />
|author=[[Anders Blixt]], Mats Blomqvist, Gunnar Brolin, Sanna Fogelvik, Åke Rosenius, [[Chris Seeman]], Dag Stålhandske<br />
|isbn=1-55806-228-9 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1995]]<br />
|format=Softcover<br />
|pages=239<br />
|ice=2015<br />
}}<br />
'''''The Kin-strife''''' is a supplement (in the ''Sourcebook''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"But Valacar far exceeded his father's designs. He grew to love the Northern lands and people, and he married Vidumavi, daughter of Vidugavia... Therefore when Eldacar succeeded his father there was war in Gondor. But Eldacar did not prove easy to thrust from his heritage. To the lineage of Gondor he added the fearless spirit of the Northmen. He was handsome and valiant, and showed no sign of ageing more swiftly than his father. When the confederates led by the descendants of the kings rose against him, he opposed them to the end of his strength. At last he was besieged in Osgiliath, and held it long, until hunger and the greater forces of the rebels drove him out, leaving the city in flames. In that siege and burning the Tower of the Stone of Osgiliath was destroyed, and the palantír was lost in the waters."'' - The Return of the King <br />
<br />
The Kin-strife presents the people, politics, and armies of Gondor under the repressive rule of Castamir the Usurper. The six largest cities of the South-kingdom - Pelargir, Umbar, Lond Ernil, Osgiliath, Minas Anor, and Minas Ithil - are described along with their administrative structures, military organization, and legal systems. Adventures tied to each metropolis bring the civil war to life. The Côr Aran, the Usurper's deadly ring of informers, detain any who work to restore the rightful King to his throne. Common criminals, Southron spies, and servants of the Dark Lord are all embroiled in the conflict. Strange conspiracies and webs of deceit await the bold and the loyal! Can our heroes survive amidst the snares of the Usurper's reign? <br />
<br />
The Kin-strife includes complete stats for MERP, the Lord of the Rings Adventure Game, and Rolemaster. <br />
<br />
The Kin-strife includes: <br />
*ONCE AND FUTURE KING - a vivid account of Eldacar's initial defeat, his maneuvering while in exile to regain the throne, and his final triumphant victory over Castamir. <br />
*PELARGIR - heart of the Usurper's regime where the Royal Guard and the Côr Aran - both loyal to Castamir - oppose one another in rivalrous clash more often than they work in accord. <br />
*UMBAR - bastion of traditionalists favoring Gondorian involvement in the South, yet fraught with conflict nonetheless: Crow fights Crow over the venues of land versus sea. <br />
*LOND ERNIL - haven of the Prince of Belfalas who resists the Usurper's rule and therefore is Castamir's first target for covert assassination. <br />
*OSGILIATH - ruined by Castamir and transformed into a vast prison for his enemies; the disgruntled residents plot rebellion against the false King. <br />
*MINAS ANOR - initially neutral in the civil conflict, but siding with Castamir after the fall of Osgiliath; numerous loyalists to Eldacar make the strategic metropolis anything but a sinecure for the garrison commander. <br />
*MINAS ITHIL - ruled by the Usurper through force of arms alone, the City of the Moon would throw off Castamir's reins within hours without the threat of the garrison's swords. <br />
*THE PALE RIDERS - Easterlings scheme to murder the King in exile to gain a reward of horses and weapons from Castamir - can our heroes foil the plot? <br />
<br />
{{title|italics}}<br />
{{DEFAULTSORT:Kin-strife, The}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Dol_Guldur_(book)&diff=250181Dol Guldur (book)2014-06-28T17:42:03Z<p>Basile III: Move Stock Number</p>
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<div>{{disambig-two|a [[Middle-earth Role Playing|MERP]] supplement|stronghold in [[Mirkwood]]|[[Dol Guldur]]}}<br />
{{book<br />
|title=Dol Guldur<br />
|image=[[Image:Dol Guldur (MERP).jpg|225px]]<br />
|author=David Woolpy <br />
|isbn=1-55806-224-6 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1995]]<br />
|format=Softcover<br />
|pages=221<br />
|ice=2014<br />
|ice=2014<br />
}}<br />
'''''Dol Guldur''''' is a supplement (in the ''Citadel''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"Some here will remember that many years ago I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways, and found thus that our fears were true: he was none other than Sauron, our Enemy of old, at length taking shape and power again. Some, too, will remember also that Saruman dissuaded us from open deeds against him, and for long we watched him only. Yet at last, as the shadows grew, Saruman yielded, and the Council put forth its strength and drove the evil out of Mirkwood - and that was in the very year of the finding of the Ring: a strange chance, if chance it was."'' - The Fellowship of the Ring <br />
<br />
Dol Guldur documents the history, design, layout, garrison, and inhabitants of the Hill of Sorcery, the volcanic stronghold in Mirkwood. The cinder cone looms over a vale strangely quiet and barren amidst the forest. No birds fly across the Nan Lanc, the Naked Valley, and thistles and briars comprise its vegetation. Within the mountain, intricate pits and chambers tunnel deep into the earth, and a maisma of evil coils amidst the shadows. This all-new volume of the Citadels of Middle-earth series presents over 20 pages of maps and floorplans detailing the Necromancer's awful lair. It includes complete stats for MERP, the Lord of the Rings Adventure Game, and Rolemaster. <br />
<br />
Dol Guldur includes: <br />
*CROSS SECTION OF THE CITADEL - showing the Precipices, Levels, and Strata of Dol Guldur, and where they fall within the volcano Amon Lanc. <br />
*KEY LOCATIONS - the Front Gate (called Madhûm by the Orcs), the strategic Web enclosing the Seventh Level, the Bagalaukan that collects the fetid slurry of the stronghold's privies, the severely beautiful Necromancer's Halls, and the deadly Fifth Stratum where the Overlord of Dol Guldur reposes in searing, sulfur-laden steam. <br />
*FLOORPLANS - of Celedhring's domicile, the Slave-master's residence, the halls of the Mouth of Sauron, the Necromancer's Vantage, and many more. <br />
*LORDS AND OVERLORDS - Khamûl the Nazgûl, the Mouth of Sauron, Dol Guldur's High commanders, and the Necromancer himself. <br />
*ORCISH DEVICES - rail-cart tugs, stair lifts, and the Dhaumabrukul (the Wheel of Pain) are but a few of the mechanisms employed by the Orcs of Dol Guldur. <br />
*ORCISH TRAPS - drain-chutes, fume-chambers, mud-pits, steam-jets, and numerous other traps threaten the survival of intruders. <br />
*HISTORY - tales like that of the first inhabitants of Amon Lanc, the Dwarves of Drúin's Tribe, and their subtle eviction by the Dark Lord's minion, Celedhring.<br />
*INTO THE DARKNESS - a three-part mini-campaign involving a tricky rescue attempt to pluck an important prisoner from the Necromancer's grasp before her captors leave Dol Guldur's outposts and reach the innermost dungeons of the citadel. <br />
<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Elves_(book)&diff=250180Elves (book)2014-06-28T17:40:59Z<p>Basile III: Move Stock Number</p>
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<div>{{book<br />
|title=Elves<br />
|image=[[Image:Elves (MERP).jpg|225px]]<br />
|author=[[Peter C. Fenlon]], [[Terry K. Amthor]], R. Mark Colburn <br />
|isbn=1-55806-218-1<br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1994<br />
|format=Softcover<br />
|pages=176<br />
|ice=2013<br />
}}<br />
'''''Elves''''' is a supplement (in the ''Peoples''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"In the beginning the Elder Children of Ilúvatar were stronger and greater than they have since become; but not more fair, for though the beauty of the Quendi in the days of their youth was beyond all other beauty that Ilúvatar had caused to be, it has not perished, but lives in the West, and sorrow and wisdom have enriched it. And Oromë loved the Quendi, and named them in their own tongue Eldar, the people of the starts; but that name was after borne only by those who followed him upon the westward road."'' - The Silmarillion <br />
<br />
Elves presents the Firstborn, the Quendi, the "Speakers". They awoke under the stars before the ascension of the Moon and the Sun and loved ever the twilight when Varda's lamps shone forth. The stories of their most illustrious figures - Fëanor, creator of the Silmarils, Eärendil, voyager of the skies, Galadriel, Queen of Lórien, Celebrimbor, forger of the Rings of Power - are recounted here. <br />
<br />
Elves includes: <br />
*HISTORY - The tale of the Firstborn, from their awakening in Cuiviénen, through their long march westward to the Undying Lands, to the rebellion of the Noldor and their return to Middle-earth. <br />
*CALAQUENDI - The "Light Elves" who dwelt in Aman for a time and witnessed there the light of the Two Trees: <br />
**Fingolfin, who challenged Morgoth to single combat and wounded the Valar seven times. <br />
**Galadriel, daughter of Finarfin, she departed Aman not to retieve the stolen Silmarils, but to visit wide and unknown lands, to rule there a realm of her own. <br />
**Ingwë, High King and the greatest in wisdom of all the Elves, he dwelt in Aman for all the ages of Middle-earth. <br />
*ÚMANYAR - "Those not of Aman", the Elves who heeded the summons of the Valar, but turned back before reaching the Undying Lands: <br />
**Elwë, King of the Teleri, he turned away from the Undying Lands for love of Melian, the Maia who dwelt in Endor. <br />
**Eöl, deviser of metal hard as stell, yet malleable. <br />
**Amroth, Son of Amdír and King of Lórien. <br />
*AVARI - "The Unwilling," the Elves who refused to follow Oromë into the West (and their descendants): <br />
**Haldir, one of the three Guardians of Lórien who encountered the Fellowship of the Ring as the eight survivors fled from Moria. <br />
**Nimrodel, beloved of Amroth, she regretted the return of the Elves of the West, claiming they brought war and betrayal with them.<br />
<br />
This compendium is a revised version of material released in Lords of Middle-earth, Vol. I the Immortals in 1986. Elves features many more illustrations and includes stats for MERP, Rolemaster, and the Lord of the Rings Adventure Game. Perhaps like Sam Gamgee, when caught eavesdropping by Gandalf, you might have exclaimed: "Elves, sir! I would dearly love to see them. Couldn't you take me to see Elves, sir, when you go?" Unlike Sam, you won't need to travel to Mordor and back to meet Elrond, Glorfindel, or Arwen - just open the covers of Elves! <br />
<br />
Note: ICE's Elves is a revised compilation of material previously published as part of the work entitled Lords of Middle-earth, Volume 1: the Immortals: Elves, Maiar, and Valar. While ICE has added some new material and reorganized the data, most of the prose here was already in print when we began our revision.<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Creatures_of_Middle-earth_(2nd_edition)&diff=250179Creatures of Middle-earth (2nd edition)2014-06-28T17:39:18Z<p>Basile III: Move Stock Number</p>
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<div>{{book<br />
|title=Creatures of Middle-earth<br />
|image=[[Image:Creatures of Middle-earth (2nd edition).jpg|225px]]<br />
|author=Ruth Sochard Pitt, Jeff O'Hare, [[Pete Fenlon|Peter C. Fenlon, Jr.]] <br />
|isbn=1-55806-216-5 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1994]]<br />
|format=Softcover<br />
|pages=144<br />
|ice=2012<br />
}}<br />
'''''Creatures of Middle-earth''''' is a supplement (in the ''Sourcebook''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. It replaced the 1st Edition ''[[Creatures of Middle-earth]]''.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"Then Bard drew his bow-string to his ear. The dragon was circling back, flying low, and as he came the moon rose above the eastern shore and silvered his great wings...'' <br />
<br />
''"The dragon swooped once more lower than ever, and as he turned and dived down his belly glittered white with sparkling fires of gems in the moon - but not in one place. The great bow twanged. The black arrow sped straight from the string, straight for the hollow by the left breast where the foreleg was flung wide. In it smote and vanished, barb, shaft, and feather, so fierce was its flight. With a shriek that deafened men, felled trees and split stone, Smaug shot spouting into the air, turned over and crashed down from on high in ruin."'' - The Hobbit <br />
<br />
How would you fare against Smaug the Golden? Could your marksmanship find the dragon's weak spot? Would your courage withstand the worm's fire? Test your powers against Morgoth's legacy: the Watcher in the Water outside Durin's Doors, the huorns of Fangorn Forest, the wargs of haunted Hollin, and the Balrog of Moria. All these beasts and more appear in the pages of Creatures of Middle-earth. <br />
<br />
Creatures details the significant beasts and monsters of Tolkien's world - the kelvar, living things that move, born of the Great Song, such as ravens, ulmodili (dolphins), mearas (descendants of Oromeë's steed), oliphaunts, great eagles, crebain, the Kirinkir of fallen Númenor, and black swans; as well as the twisted things "of horn and ivory" that "dye the earth with blood" at Morgoth's behest. <br />
<br />
Creatures of Middle-earth includes: <br />
*BEASTS - everything from the Great Eagles of the Misty Mountains to the Ravens of Erebor to the noisy Neekerbreekers that so annoyed Merry, Pippin, Sam, and Frodo in the Midgewater Marshes. Each animal has a short description preceded by specifics on its size, preferred climate, and favored environment. <br />
*MONSTERS - ranging from the mighty shapechanging Vampires of Morgoth, such as Thuringwethil, to the Wights guarding the tombs in the Barrow-downs, to the sly Crebain that served as Sauron's spies. <br />
*MAPS - 21 b&w maps depicting where in Endor each creature dwells. <br />
<br />
This compendium is a revised version of the sourcebook released in 1988. It includes expanded material on the dragons of Middle-earth, many more illustrations, and stats for MERP, Rolemaster, and the Lord of the Rings Adventure Game.<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Moria_(1994_book)&diff=250178Moria (1994 book)2014-06-28T15:33:37Z<p>Basile III: Move Stock Number</p>
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<div>{{disambig-more|Moria|[[Moria (disambiguation)]]}}<br />
{{book<br />
|title=Moria<br />
|image=[[Image:Moria (1994 book).jpg|225px]]<br />
|author=Peter C. Fenlon, Jr. <br />
|isbn=1-55806-213-0 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1994<br />
|format=Softcover<br />
|pages=168<br />
|ice=2011<br />
}}<br />
'''''Moria''''' is a supplement (in the ''Citadel''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. It replaces the 1st Edition ''[[Moria: The Dwarven City]]''.<br />
<br />
For use with this supplement, [[Mithril Miniatures]] released a set of metal miniatures (M155 - M164 ''Durin's Dwarves'').<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"There was a blow on the door that made it quiver; and then it began to grind slowly open, driving back the wedges. A huge arm and shoulder, with a dark skin of greenish scales, was thrust through the widening gap. Then a great flat, toeless foot was forced through below. There was dead silence outside."'' - The Fellowship of the Ring <br />
<br />
Moria, the "Black Chasm," lies deep in the bowels of the Misty Mountains. Here Durin's Folk, the oldest of the Seven Dwarf-houses, sculpted the vast city and endless mines of Khazad-dûm, the largest fortress ever constructed by the Free Peoples. Its stairways climb to the starry heavens and descend to depths unknown and terrible; its countless bridges cross bottomless pits and enchanting canyons; and its wonderfully-embellished vaults guard untold riches, including mithril: the enchanted "true-silver," the most priceless of all metals. Shrouded by an unspeakable curse - a foul, wicked legacy of original evil - this awe-inspiring marriage of singular natural and Dwarf-made wonders presents one of the greatest settings for exploration and adventure in all of Endor. <br />
<br />
MORIA includes: <br />
*FULL-COLOR MAPS of Dimrill Dale, the headwaters of the Sirannon, and the spires above Moria: Redhorn, Cloudyhead, and Silvertine. <br />
*CROSS-SECTION OF THE STRONGHOLD depicting the core of Khazad-dûm, its sprawling mines, its Deeps and Levels, the Endless Stair, and the unfathomed Under-deeps. <br />
*STONE MAPS portraying the complex network of avenues, roads, accessways, and mineways that connect Moria's myriad armories, ceremonial chambers, dungeons, gathering halls, and treasures. <br />
*KEY LOCATIONS - the hidden West-gate, outside the enchanted doors of which Gandalf searched his ancient memory for the word which would open the portal; the Chamber of Mazarbul where Frodo stabbed a Cave-troll with his blade Sting; and the Unending Well bridged by the narrow span where Gandalf confronted the Balrog. <br />
*FLOORPLANS for the Second Hall of the First Deep, the East- and West-gate, the Chamber of Records, the King's Armory, the Cold-forge, the Balrog's Lair, etc. <br />
*SMITHIES where precise recipes for smelting, fire-forging, and cold-forging produce ingots, coins, and artefacts of unparalleled quality. <br />
*TRAPS - the perilous devices with which the Dwarves guard treasured or sacred places in their cavern home. <br />
*6 ADVENTURES AND 3 EPISODES - confront treason amid the hotbed of political intrigue that comprises the royal court of Khazad-dûm under King Báin; accompany an aged Dwarf into abandoned Moria on an expedition seeking ancient treasures and heirlooms; learn the mystery of the Under-gates in the baffling Dwarven runes that hint at a Stone of Closing forged by Durin's Folk long ago.<br />
<br />
This citadel module is a revision of ICE's acclaimed 1984 campaign sourcebook. Beside containing a host of new material covering everything from the wind-swept Redhorn Gate to the fiery Under-deeps, it provides statistics for MERP, Rolemaster, and the Lord of the Rings Adventure Game.<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Treasures_of_Middle-earth_(2nd_edition)&diff=250177Treasures of Middle-earth (2nd edition)2014-06-28T15:31:56Z<p>Basile III: Move Stock Number</p>
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<div>{{book<br />
|title=Treasures of Middle-earth (2nd edition)<br />
|image=[[Image:Treasures of Middle-earth (2nd edition).jpg|225px]]<br />
|author=Wolfgang Baur <br />
|isbn=1-55806-211-4 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1994]]<br />
|format=Softcover<br />
|pages=208<br />
|ice=2010<br />
}}<br />
'''''Treasures of Middle-earth''''' '''(2nd edition)''' is a supplement (in the ''Sourcebook''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. It replaces the 1st Edition ''[[Treasures of Middle-earth]]''.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"The Sword of Elendil was forged anew by elvish smiths, and on its blade was traced a device of seven stars set between the crescent Moon and the rayed Sun, and about them were written many runes; for Aragorn son of Arathorn was going to war upon the marches of Mordor. Very bright was that sword when it was made whole again; the light of the sun shone readily in it, and the light of the moon shone cold, and its edge was hard and keen. And Aragorn gave it a new name and called it Andúril, Flame of the West."'' - The Fellowship of the Ring <br />
<br />
Treasures of Middle-earth details the most potent artifacts of Tolkien's world, including Aragorn's sword Andúril, the palantíri saved from drowned Númenor, and Sauron's One Ring. This compendium is a revised version of the sourcebook released in 1989. the new Treasures features twice as many illustrations as the old and includes complete stats for the Lord of the Rings Adventure Game in addition to MERP and Rolemaster stats. If, like Bilbo, you've ever felt "the love of beautiful things, made by hands and by cunning and by magic," then Treasures of Middle-earth belongs on your bookshelves and in your fantasy role playing campaign. Let something "Tookish" awake in your heart: pick up your copy of Treasures and "go and see the great mountains [of Endor], and hear the pine-trees and the waterfalls, and explore the caves, and wear a sword instead of a walking-stick." <br />
<br />
Treasures of Middle-earth includes: <br />
*TREASURES - everything from the Shards of Narsil to the Three Elven Rings of Power to Sting, Bilbo's storied sword. Arms, armor, apparel & gear; jewelry & art, musical instruments, rings, and tools & trappings are all present. Each item has a short description followed by a complete listing of its magical powers, including statistics for MERP, Rolemaster, and Lord of the Rings Adventure Game. <br />
*CREATORS - the forging techniques favored by each race, touching on the works of the exalted Ainur, such as the Great Lamps Illuin and Ormal, as well as those of lowly Orcs. <br />
*MATERIALS - the properties of the jewels, stone, wood, and metals used to create enchanted and mundane items. Gems forged by the Eldar, herbs cultivated by the Dúnedain, the rare alloy ithildin used to demarcate the West-gate of Moria, and the golden mellyrn of Lórien are all described.<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Palant%C3%ADr_Quest&diff=250176Palantír Quest2014-06-28T15:29:56Z<p>Basile III: Move Stock Number</p>
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<div>{{book<br />
|title=Palantír Quest<br />
|image=[[Image:Palantir Quest (MERP).jpg|225px]]<br />
|author=Phil Kime, Chris Kennedy<br />
|isbn=1-55806-207-6 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1994<br />
|format=Softcover<br />
|pages=160<br />
|ice=2009<br />
}}<br />
'''''Palantír Quest''''' is a supplement (in the ''Adventure''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"They were perfect spheres, appearing when at rest to be made of solid glass or crystal deep black in hue. At smallest they were about a foot in diameter, but some, certainly the Stones of Osgiliath and Amon Sûl, were much larger and could not be lifted by one man. Originally they were placed in sites suitable to their sizes and intended uses, standing on low round tables of black marble in a central cup or depression, in which they could at need be revolved by hand. They were very heavy but perfectly smooth, and would suffer no damage if by accident or malice they were unseated and rolled off their tables. They were indeed unbreakable by any violence then controlled by men..."'' - Unfinished Tales <br />
<br />
Strange portents in the great Seeing-stone of Minas Tirith give promise that one of the lost palantíri of the North has returned to the lands of Men. Can the adventurers find the legendary treasure and bring it to King Elessar? Rogues of the wilds, blizzards out of Forodwaith, and the greed in Men's hearts all conspire against them. <br />
<br />
Palantír Quest contains an extended series of adventures - a campaign - that culminate in a perilous confrontation with a subtle and deadly foe of the Reunited Kingdoms. It's perfect for players moving up from LOR to MERP. The quest is also suitable for the experienced GM who wants exciting, detailed, linked scenarios that require no extra set-up work from him or her. All the NPCs and sites involved are fully described, and the course of the adventure is completely charted. <br />
<br />
Palantír Quest includes: <br />
*THE HEROIC SEARCH for a palantír of the North, a quest which takes our bold adventurers from the splendor of Fourth Age Minas Tirith to the frozen expanses of Forodwaith to the tangled glades of Greenwood the Great. <br />
*HISTORY OF THE SEEING-STONES from their creation in the West to their final fate in the Middle Lands. <br />
*TRAVEL NARRATIVE - for the GM to read aloud to the players - describing in brilliant detail the sights seen by adventurers on their journeys across Endor. <br />
*FOES who march to the tune of a subtle adversary: their stats, motivations, and tactical methods. <br />
*ALLIES - bound to succor the PCs out of loyalty to King Elessar. <br />
*ADVENTURE SITES where treasure, secrets, and dangers abide - including the ruins of Annúminas, a sacred refuge of the Lossoth, the burial chamber of a forgotten King, and a smuggler's Lake-town hide away. <br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Minas_Tirith_(1994_book)&diff=250175Minas Tirith (1994 book)2014-06-28T15:27:57Z<p>Basile III: Move Stock Number</p>
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<div>{{disambig-more|Minas Tirith|[[Minas Tirith (disambiguation)]]}}<br />
{{book<br />
|title=Minas Tirith<br />
|image=[[Image:Minas Tirith 2nd ed.jpg|225px]]<br />
|author=Graham Staplehurst<br />
|isbn=1-55806-199-1 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1994<br />
|format=Softcover<br />
|pages=222<br />
|ice=2007<br />
}}<br />
'''''Minas Tirith''''' is a supplement (in the series ''Citadels of Middle-earth'') for ''[[Middle-earth Role Playing]]'', 2nd Edition. For the first edition, see [[Minas Tirith (1988 book)|''Minas Tirith'' (1988 book)]].<br />
<br />
For use with this supplement, [[Mithril Miniatures]] released a set of metal miniatures (M195 - M204 ''Minas Tirith'').<br />
<br />
== Cover/Jacket Text == <br />
<br />
[... ''(Lenghty quote from [[The Return of the King]])'']<br />
<br />
Minas Tirith documents the history, design, layout, garrison, and inhabitants of the Guarded City, preeminent symbol of the Free Peoples' struggle against Sauron of Mordor. The capital of Gondor commands the wide gap between the White Mountains and the Ephel Dúath that encircle the Dark Lord's fief. Its seven walls and levels seem to grow out of the mountains' stone, as if carved by giants. <br />
<br />
Minas Tirith includes: <br />
*A PAIR OF FULL-COLOR MAPS - each depicting half of the incredible City of the Guard. Beautifully rendered by the artist responsible for the maps of Endor's varried terrain. <br />
*KEY LOCATIONS - the Great Gate where Gandalf halted the Lord of the Nazgûl, the Houses of Healing where Éowyn and Merry suffered under the Black Breath, and the Place of the Fountain in the High Court where Queen Arwen sang of Valinor. <br />
*ROYALTY - Tarondor, his family, and the Kings who shaped the design of Minas Tirith. <br />
*FLOORPLANS - detailing over forty edifices standing within the city walls: the Keylodge, the Great Bakery, the Waterwrights' Hall, the Rynd Permaith Iaur, and more. <br />
*DENETHOR & HIS HEIRS - the Last Ruling Steward of Gondor and his sons, Boromir and Faramir. <br />
*CITY LANDS - the Pelennor (the enclosed slopes and terraces surronding Minas Tirith), the banks of the Anduin upon which rest Harlond, the South-haven where river traffic docks, and the vales of the White Mountains, wild and alpine in character. <br />
*ADVENTURES - confront a beguiling traitor, a false rebel, and a corrupt sorceress. <br />
<br />
This volume of the Citadels of Middle-earth is a revised version of the sourcebook released in 1988. The revised Minas Tirith features a new city map - so large it requires two separate halves - and includes complete stats for the Lord of the Rings Adventure Game in addition to MERP and Rolemaster stats.<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Valar_and_Maiar&diff=250174Valar and Maiar2014-06-28T15:26:36Z<p>Basile III: Move Stock Number</p>
<hr />
<div>{{book<br />
|title=Valar and Maiar<br />
|image=[[Image:Valar and Maiar (MERP).jpg|225px]]<br />
|author=[[Peter C. Fenlon, Jr.]]<br />
|isbn=1-55806-196-7 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1993]]<br />
|format=Softcover<br />
|pages=128<br />
|ice=2006<br />
}}<br />
'''''Valar and Maiar''''' is a supplement (in the series ''Peoples of Middle-earth'') for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"...But it was not the trolls that had filled the Elf with terror. the ranks of the orcs had opened, and they crowded away, as if they themselves were afraid. Something was coming up behind them. What it was could not be seen: it was like a great shadow, in the middle of which was a dark form, of man-shape maybe, yet greater; and a power and terror seemed to be in it and to got before it."'' - The Fellowship of the Ring <br />
<br />
Imagine, after hearing all the awful legends, finally confronting a dreadful spirit borne out of the great Evil of the Elder Days, an immortal demon stirred from his premeval slumber. Imagine meeting a Balrog. <br />
<br />
In Valar & Maiar you learn about Balrogs, as well as all the other greater spirits (good and evil) inhabiting J.R.R. Tolkien's marvelous world. These immortal being, the mighty Ainur, helped shape Middle-earth - the place Elves call Endor. Their story dominates much of the continent's troubled history. Fallen Ainur, Morgoth, Sauron, and the Balrogs, forever haunt the land, twisting Endor's peoples and perverting its politics. Faithful valar, like Oromë and Aulë, serve as patrons of the Free Peoples. Wise Maiar, like Gandalf and Tom Bombadil, act as caretakers of the Balance of Things. Each has a place in Eru's scheme, and each has a story that colors the grand saga of Middle-earth. <br />
<br />
Inside you'll find alphabetical listings covering the appearance, motivations, characteristics, and background of each of the Valar and prominent Maiar: <br />
Overviews describing the general nature and history of all the "Holy Ones," the immortal Ainur, including the fallen spirits known as the Great Enemies. <br />
<br />
*Valar, or "powers," the high guardians of the world: <br />
**Manwë, the "Breather," Maker of Winds, Lord of the Sky, and King of the Valar. <br />
**Varda, Elbereth Gilthoniel, the exaulted Queen of the Stars. <br />
**Oromë, the "Huntsman," the world's greatest armsmaster. <br />
**Tulkas, the "Mighty," strongest being in Arda. <br />
*Maiar, or "Hands," the immortal servants of the Valar: <br />
**Tom Bombadil, master of the Old Forest and the oldest of the Ainur in Middle-earth. <br />
**Eönwë, the mighty Herald of the Valar and greatest of the Maia warlords. <br />
**Melian, the Maia who married an Elf-king and became Queen of Doriath. <br />
**Goldberry, the beautiful Water-spirit whose music charms the ageless flow of the River Withywindle. <br />
**Wizards - Alatar, Gandalf, Pallando, Radagast, and Saruman - the five Maia emissaries sent to Middle-earth in the Third Age. <br />
*Fallen Ainur, like: <br />
**Morgoth, the "Black Enemy," the exalted Vala who became the origin of all Evil. <br />
**Sauron, the "Lord of the Rings," the great Maia who served as Morgoth's high servant. <br />
**Gothmog, the "King of the Balrogs," the lost Fire-spirit that led the Host of Angband. <br />
**Ungoliant, the frightful "Demon of the Void," who poisoned the Two Trees that gave light to the World. <br />
<br />
Complete character stats for ICE's [[Middle-earth Role Playing]], Rolemaster, and [[Lord of the Rings Adventure Game]] systems, as well as provisions for adapting the characters to other adventure games. <br />
<br />
Valar & Maiar is the first title in ICE's Peoples of Middle-earth adventure game series. Each work in this collection documents a specific race or group found in Tolkien's Middle-earth. Other volumes includes Dwarves, Hobbits, Orcs, Trolls, etc. Each is a comprehensive compendium describing all the notable characters from one of Endor's varied races. <br />
<br />
Note: ICE's Valar & Maiar is a revised compilation of material previously published as part of the work entitled [[Lords of Middle-earth: Vol. I|Lords of Middle-earth, Volume 1: the Immortals: Elves, Maiar, and Valar]]. While ICE has added some new material and reorganized the data, most of the prose here was already in print when we began our revision.<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Arnor:_The_Realm&diff=250173Arnor: The Realm2014-06-28T15:24:56Z<p>Basile III: Move Stock Number</p>
<hr />
<div>{{book<br />
|title=Arnor: The Realm<br />
|image=[[Image:MERP Arnor The Realm.jpg|225px]]<br />
|author=Wesley J. Frank, John David Ruemmler, Jeff McKeage, Heike Kubasch, Lisa J. Evans, Walter H. Hunt, Evan Jamieson, Richard Meyer, Robert G. Traynor<br />
|isbn=1-55806-176-2 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1994<br />
|format=Softcover<br />
|pages=416<br />
|ice=2005<br />
}}<br />
'''''Arnor: The Realm''''' is a supplement (in the ''Realm''-series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. The module was replaced and split into the two volumes [[Arnor: The Land]] and [[Arnor: The People|Arnor: The People]]. <br />
<br />
== Cover/Jacket Text == <br />
<br />
Arnor INCLUDES: <br />
*COLOR TERRAIN MAPS detailing the lands of Arthedain, Cardolan, and Rhudaur - a total of 10 pages. <br />
*MYSTICAL AND RELIGIOUS ORDERS of Arthedain, including the healing Sisters of Nienna and the secret Lindalistyari. <br />
*WARCRAFT used by the three sister kingdoms, including the Dagarim Aran and the Degerim Ereter of Arthedain, the "Raggers" of Cardolan, and the mercenaries who sell their services to the highest bidder - the Radh Crann-Sleagha, the Cruaidh Maraich, the Troich-Armchleasah, and the Forak-Eiginn. <br />
*CASTLES, CITIES AND SITES including the eerie leaning hill of Cameth Brin, bustling and over-populated Tharbad, and the haunted Barrow-downs. <br />
*RANGERS OF THE NORTH - their history, organization, duties, and how to create a Ranger player character. <br />
*THE FATE OF THE KINGS, a series of exciting scenarios combining political intrigue with royal warfare. <br />
*COLOR CITY MAPS depicting the streets, canals, bridges, and edifices of Tharbad; the avenues, gardens, and libraries of Annúminas; and the earthen dikes, stone walls, and high guard towers of fortified Fornost Erain. <br />
<br />
In the year 861 of the Third Age, Arnor was sundered. The death of the tenth and last Arnorian king, Eärendur, left the North Kingdom's loyalties split among Eärendur's three surviving sons. Amlaith of Fornost, the eldest of the three and thus the Prince most deserving of inheriting his father's full domain, won the Sceptre of Annúminas but in the process lost half of Arnor's territory and much of her power. His brothers staked claim to the eastern and southern lands and successfully countered his attempts to reunify the realm. <br />
<br />
Thus the North Kingdom split into three independent, neighboring but lesser states: Arthedain, Cardolan, and Rhudaur. <br />
<br />
This realm module details the three sister kingdoms and their relations with one another. Much of the material covering Arthedain and Cardolan was previously available in [[Rangers of the North (book)|Rangers of the North]] and [[Lost Realm of Cardolan|The Lost Realm of Cardolan]]. The information on Rhudaur, together with more extensive lore concerning the inhabitants of sundered Arnor, has never appeared in previous modules.<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Middle-earth_Role_Playing_Combat_Screen_and_Reference_Sheets&diff=250172Middle-earth Role Playing Combat Screen and Reference Sheets2014-06-28T15:22:57Z<p>Basile III: Move Stock Number</p>
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<div>{{book<br />
|title=Middle-earth Role Playing Combat Screen & Reference Sheets<br />
|image=[[Image:Middle-earth Role Playing Combat Screen and Reference Sheets.jpg|225px]]<br />
|author=<br />
|isbn=1-55806-195-9 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1993<br />
|format=<br />
|pages=<br />
|ice=2004<br />
}}<br />
'''''Middle-earth Role Playing Combat Screen and Reference Sheets''''' is a product for ''[[Middle-earth Role Playing]]'', 2nd Edition. It replaced the ''[[Combat Screen]]''.<br />
<br />
* Cover art: Angus McBride<br />
<br />
== Cover/Jacket Text == <br />
<br />
''"Therefore when Eldacar succeeded his father there was war in Gondor. but Eldacar did not prove easy to thrust from his heritage. To the lineage of Gondor he added the fearless spirit of the Northmen. He was handsome and valiant, and showed no sign of ageing more swiftly than his father...''<br />
<br />
''At last he was besieged in Osgiliath, and held it long, until hunger and the greater forces of the rebels drove him out, leaving the city in flames. In that siege and burning the Tower of the Stone of Osgiliath was destroyed, and the palantír was lost in the waters."'' - The Return of the King <br />
<br />
In a role playing game, you assume the role of a character in a "living" novel. Middle-earth Role Playing (MERP) and its companion sourcebooks provide the framework for role playing in the greatest fantasy setting of all time... J.R.R. Tolkien's Middle-earth. <br />
<br />
The Middle-earth Role Playing Combat Screen is a must for all MERP gamers! Included are all the MERP tables needed for battles, maneuvering, and action. All this on one 34" x 11" combat screen plus two 17" x 11" reference sheets that can double as screen extenders.<br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Middle-earth_Campaign_Guide&diff=250171Middle-earth Campaign Guide2014-06-28T15:21:36Z<p>Basile III: Move Stock Number</p>
<hr />
<div>{{book<br />
|title=Middle-earth Campaign Guide<br />
|image=[[Image:Middle-earth Campaign Guide.jpg|225px]]<br />
|author=[[Pete Fenlon|Peter C. Fenlon]], Jr., [[Jessica M. Ney-Grimm]], [[Terry K. Amthor]]<br />
|isbn=1-55806-193-2 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1993]]<br />
|format=Softcover<br />
|pages=128<br />
|ice=2003<br />
}}<br />
'''''Middle-earth Campaign Guide''''' is a supplement (in the ''Source''-series) for [[Middle-earth Role Playing]], 2nd Edition. It replaced and combined ''[[A Campaign and Adventure Guidebook for Middle-earth]]'' and ''[[Middle-earth Adventure Guidebook II]]''.<br />
<br />
*Cover art: [[Angus McBride]]<br />
<br />
== Cover/Jacket Text == <br />
<br />
Inside you'll find the full color poster map of Middle-earth pictured here. It's larger of course, 24" x 36" and rendered in exquisite detail. It includes the region chronicled in J.R.R. Tolkien's The Lord of the Rings as well as the wild lands - north, east, and south! <br />
<br />
The Middle-earth Campaign Guide includes: <br />
*TIMELINE provides in-depth coverage of the entire history of the West. <br />
*LINGUISTIC guidelines for the many tongues of Middle-earth - the speech of Elves, Dwarves, Ents, Hobbits, and Men. <br />
*DICTIONARY of Elvish, including notes on pronunciation and grammar. <br />
*GLOSSARY OF TERMS provides a quick reference for the people, cultures, and places of Middle-earth. <br />
*ROLE PLAYING notes for incorporating Middle-earth into any major role playing system. <br />
*THEME MAPS detail Middle-earth's topography, climate, trade routes, and population centers. <br />
*24" x 36" COLOR MAP pictured above - including a superimposed reference grid. <br />
The Campaign Guide provides a working base for creative minds who enjoy Tolkien's world - people who have long wished to venture into Middle-earth's lands, experience its magic and politics, discover new cultures, and build upon its wondrous structures and settings. This sourcebook charts the well-documented reaches of northwestern Endor, as well as the shadowy lands that comprise the rest of the continent. Its scope is broad, treating the fundamental and unique themes needed by those who wish to enjoy authentic fantasy role playing in Tolkien's Middle-earth. <br />
<br />
The Middle-earth Campaign Guide is a compilation of material previously available in the Middle-earth Adventure Guidebook, Volumes I and II.<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Middle-earth_Role_Playing_Accessory_Pack&diff=250170Middle-earth Role Playing Accessory Pack2014-06-28T15:19:37Z<p>Basile III: Move Stock Number</p>
<hr />
<div>{{book<br />
|title=Middle-earth Role Playing Accessory Pack<br />
|image=[[Image:Middle-earth Role Playing Accessory Pack.jpg|225px]]<br />
|author=[[Pete Fenlon|Peter C. Fenlon, Jr.]], [[Jessica M. Ney-Grimm]]<br />
|isbn=1-55806-193-2 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1994]]<br />
|format=softcover/boxed set<br />
|pages=128<br />
|ice=2002<br />
}}<br />
'''''Middle-earth Role Playing Accessory Pack''''' is a supplement (in the ''Play Aids'' series) for ''[[Middle-earth Role Playing]]'', 2nd Edition. This product was split from the 1st Edition ''[[Middle-earth Role Playing (boxed set)|Middle-earth Role Playing]]'' (1986) boxed set.<br />
<br />
*Cover art: [[Angus McBride]]<br />
<br />
== Cover/Jacket Text == <br />
<br />
Middle-earth Role Playing Accessory Pack includes: <br />
<br />
THE LOONS OF THE LONG FELL, an enthralling adventure in the Trollshaws that introduces MERP novices to Tolkien's world and the wonders of fantasy role playing in Middle-earth.<br />
The scenario includes: <br />
<br />
*6 fully developed characters ready to play and enjoy with no preparation or hassle. <br />
*Extensive notes for the Gamemaster to help less experienced GMs learn the subtleties of crafting and running an adventure. <br />
*Maps & floorplans of the adventure sites geared specifically for the GM, with information that should initially be concealed from the players. <br />
*60 STAND-UP FIGURES exquisitely rendered in full color. All the people encountered in The Loons of Long Fell are included, as well as the creatures and folk from the sample adventure in the Middle-earth Role Playing rulesbook. <br />
*16 PAGES OF COLOR DISPLAYS bring adventure alive when stand-up figures are placed on their surfaces. You'll see a crow's view of the terrain and the action. The displays include color maps and floorplans of: <br />
*The Last Inn, Fulcwian's House, & The Long Fell for the adventure in this Accessory Pack. <br />
*The Ruined Castle & the Troll's Lair for the scenario in the Middle-earth Role Playing rulesbook. <br />
*DICE for use with MERP and The Loons of the Long Fell. <br />
<br />
(Some of this material was previously published in the boxed first edition of Middle-earth Role Playing)<br />
<br />
Come to Middle-earth and experience thrilling moments such as when the Ringwraiths approached Strider and the Hobbits on Weathertop! <br />
<br />
"Over the lip of the dell, on the side away from the hill they felt, rather than saw, a shadow rise, one shadow or more than one. They strained their eyes, and the shadows seemed to grow. Soon there could be no doubt: three of four black figures were standing there on the slope, looking down on them... Frodo thought that he heard a faint hiss as of venomous breath and felt a thin piercing chill. Then the shapes slowly advanced." - The Fellowship of the Ring <br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Middle-earth_Role_Playing_(2nd_edition,_softcover)&diff=250169Middle-earth Role Playing (2nd edition, softcover)2014-06-28T15:16:37Z<p>Basile III: Move Stock Number and Add Image</p>
<hr />
<div>{{book<br />
|title=Middle-earth Roleplaying Softbound Rulebook<br />
|image=[[Image:Middle-earth Role Playing (2nd edition, hardcover).jpg|225px]]<br />
|author=S. Coleman Charlton<br />
|isbn=1-55806-191-6 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=1993<br />
|format=Softcover<br />
|pages=272<br />
|ice=2001<br />
}}<br />
'''''Middle-earth Role Playing''''' '''(2nd edition, softcover)''' contains the basic rules and system for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
*Cover art: Angus Mc Bride<br />
<br />
== Cover/Jacket Text == <br />
<br />
The Fantasy Role Playing Game set in J.R.R. Tolkien's World<br />
<br />
''" Their eyes fell on him and pierced him, as they rushed towards him. Desperate, he drew his own sword and it seemed to him that it flickered red, as if it was a firebrand. Two of the figures halted. The third was taller than the others... In one hand, he held a long sword, and in the other a knife; both the knife and the hand that held it glowed with a pale light. He sprang forward and bore down on Frodo."'' - The Fellowship of the Ring. <br />
<br />
In a role playing game, you assume the role of a character in a "living novel. Middle-earth Role Playing (MERP) and its companion sourcebooks provide the structure and framework for role playing in the greatest fantasy setting of all time... J.R.R. Tolkien's Middle-earth. <br />
<br />
Middle-earth Role Playing is the next step up for those who have already experienced the thrill of ICE's introductory role playing game, the Lord of the Rings Adventure Game. It is also perfect for more experienced gamers who are looking for a realistic, easy-to-play fantasy role playing game. <br />
<br />
Middle-earth Role Playing, 2nd Edition includes: <br />
*Middle-earth Character Templates for those who want interesting, fully developed characters in a flash. <br />
*A complete Character Development System covering Hobbits, Elves, Dwarves, Humans, Orcs, Trolls, etc. <br />
*A Magic System with simple yet comprehensive rules that reflect the unique nature of the use of magic and power in Middle-earth. <br />
*A flavorful Combat System that is realistic, fast, and playable. <br />
*Gamemaster Guidelines that cover travel, encounters, weather, random events, healing, poisons, magic items, and much more. <br />
*Detailed information on Creatures and Peoples that covers the major beasts, monsters, and cultures of Middle-earth. <br />
*An expanded set of secondary skills, background options, and professions. <br />
*A complete Sample Adventure set in the Trollshaws, complete with layouts. <br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile IIIhttps://tolkiengateway.net/w/index.php?title=Middle-earth_Role_Playing_(2nd_edition,_hardcover)&diff=250168Middle-earth Role Playing (2nd edition, hardcover)2014-06-28T15:07:16Z<p>Basile III: Move Stock Number</p>
<hr />
<div>{{book<br />
|title=Middle-earth Roleplaying Hardbound Collector's Edition Rulebook<br />
|image=[[Image:Middle-earth Role Playing (2nd edition, hardcover).jpg|225px]]<br />
|author=[[S. Coleman Charlton]]<br />
|isbn=1-55806-190-8 <br />
|publisher=[[Iron Crown Enterprises]]<br />
|date=[[1993]]<br />
|format=Hardcover<br />
|pages=272<br />
|ice=2000<br />
}}<br />
'''''Middle-earth Role Playing''''' '''(2nd edition, hardcover)''' contains the basic rules and system for ''[[Middle-earth Role Playing]]'', 2nd Edition.<br />
<br />
*Cover art: Angus Mc Bride<br />
<br />
== Cover/Jacket Text == <br />
<br />
The Fantasy Role Playing Game set in J.R.R. Tolkien's World<br />
<br />
''" Their eyes fell on him and pierced him, as they rushed towards him. Desperate, he drew his own sword and it seemed to him that it flickered red, as if it was a firebrand. Two of the figures halted. The third was taller than the others... In one hand, he held a long sword, and in the other a knife; both the knife and the hand that held it glowed with a pale light. He sprang forward and bore down on Frodo."'' - The Fellowship of the Ring. <br />
<br />
In a role playing game, you assume the role of a character in a "living novel. Middle-earth Role Playing (MERP) and its companion sourcebooks provide the structure and framework for role playing in the greatest fantasy setting of all time... J.R.R. Tolkien's Middle-earth. <br />
<br />
Middle-earth Role Playing is the next step up for those who have already experienced the thrill of ICE's introductory role playing game, the Lord of the Rings Adventure Game. It is also perfect for more experienced gamers who are looking for a realistic, easy-to-play fantasy role playing game. <br />
<br />
Middle-earth Role Playing, 2nd Edition includes: <br />
*Middle-earth Character Templates for those who want interesting, fully developed characters in a flash. <br />
*A complete Character Development System covering Hobbits, Elves, Dwarves, Humans, Orcs, Trolls, etc. <br />
*A Magic System with simple yet comprehensive rules that reflect the unique nature of the use of magic and power in Middle-earth. <br />
*A flavorful Combat System that is realistic, fast, and playable. <br />
*Gamemaster Guidelines that cover travel, encounters, weather, random events, healing, poisons, magic items, and much more. <br />
*Detailed information on Creatures and Peoples that covers the major beasts, monsters, and cultures of Middle-earth. <br />
*An expanded set of secondary skills, background options, and professions. <br />
*A complete Sample Adventure set in the Trollshaws, complete with layouts. <br />
<br />
{{title|italics}}<br />
[[Category:MERP]]<br />
[[Category:Publications by title]]</div>Basile III