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Below are the 3 most recent journal entries recorded in Adventures in Far Imran's LiveJournal:

    Tuesday, April 12th, 2005
    7:38 pm
    [earlburt]
    Makeup of the Party
    I will here summarize my remembrances of what we decided at my house the other day. I also hope to post more in this thread later as I flesh out my thoughts better.

    -Jeff will play a Kobold who works for Ned in his salt mines.
    -Luke will play a magicky type Amranin.
    -Trey will be his lacky/slave Goblin.
    -Christian will be somehow associated with or related to Luke in an as yet unknown manner.
    ___

    On Ned:

    Ned is a successful salt merchant. His mines are several hours walk to the southeast of Scumville, where he employs perhaps a score of Men and Orcs and hundreds of Kobolds.

    The compound occupies many acres of barren land and is littered with low-lying adobe-ish domed dwellings and sheds. The Men and Orcs mostly live above ground. The Kobolds mostly live and work below. Entrances to most of the mines are covered by these small domes.

    By virtue of a residence in the city as well as his extensive business interests, Ned is a full citizen of Scumville. His contacts and interests in the city are extensive. They also spread well out into other parts of Far Imran, and indeed into other lands altogether. He is a major player out of a handful of big salt merchants in Tindomende.
    Monday, April 4th, 2005
    10:36 am
    [earlburt]
    General world information
    Ea is the cosmos. Erd the world. Tindomende the
    lands where the game will take place.

    Tindomende exists in Tolkien's universe. I have not
    told anyone precisely when or where Tindomende is in
    relation to The War of the Rings, etc.. Nor is it
    geographically analogous to anything near Mordor, the
    White Mountains, etc. It might not even be the same
    continent. I'm simply not telling. Still, many
    Tolkienisms hold up, while others do not. I will
    address them in summary form as best I can.
    ___

    The Land

    The game will start out in the south of Tindomende, in
    or around the metropolis called Strychna (or, in daily
    usage, Scumville). Scumville is an old city, and has
    a unique mix of races that would be unusual anywhere
    else. It is dominated by Men and Orcs. There is also
    a substantial Dwarven enclave. Many Kobolds. Some
    Trolls. And there are even a small number of
    Halflings in the city.

    [Note to Jeff-- I know your Tolkien senses must be
    tingling something awful by now. I have further notes
    on the races below. Just bear with me.]

    It is a great, bustling city in the south. The region
    is quite arid. Short lived crops, rainy season in the
    Summer and Winter with prolonged draught in between.
    The city lies on the River Redriff, so there is a lush
    belt of life along it. Somewhat like the Nile. A
    great, neverending desert called the Sudden Waste lies
    to the south.

    Scumville is the principal city of Far Imran. Far
    Imran is nominally a nation state, but governance is
    loose. That in part results from the chaotic
    influences of a large Orc population, as well as the
    fact that Scumville is more preoccupied with itslef
    than with the nation (think Rome) and also owing to
    the city's having in recent history been successfully
    laid seige by her neighbor to the north-- the Middle
    Kingdom. The result is that much of Far Imran is wild
    and dangerous, and other parts are in a state of
    quasi-occupation. Scumville itself certainly has a
    reputation as a rough town where anything goes.
    ___

    Magic

    The campaign I have in mind will be a low-magic
    affair. You may encounter magic, but probably at the
    butt end of it. I will not be too open to the notion
    of any of you playing a magic-user, unless it is a
    mundame type-- healer, seer, etc. (see below).

    I myself am torn between what I understand to be
    Tolkien's view and my desire to include some D&D types
    of magic. Sober vs. Silly, as it were. The PCs in my
    first game encountered both great magics and small
    ones. I overdid the small ones, and edged into D&D
    (spell-casting) territory more than I would have
    liked. It was also frustrating to the players,
    because the way magic existed in the game was very
    ambiguous and not codified-- I had rules of my own to
    follow, but couldn't make them truly clear to players,
    so they had to do a lot of guesswork. I intend to
    circumvent that frustration this time around.

    Every culture, people, village, etc. has its stories
    of great magics of old-- monsters, objects,
    catastrophes, etc. Hardly anyone has credible
    evidence or first hand experience with these things.

    There are also mundane magics that many people do have
    contact with. Minor healing, scrying, simple
    witchcraft, dowsing, detections, simple mind control,
    etc. These would be the types of things that were
    equivalent to older real life conceptions of witches,
    circus performers, medicine shows, the crazy old man
    down the street, etc. Some are charlatans, some are
    not.

    The Tolkien version might be the difference between
    Gandalf's tricks with pipe smoke, vs. the battle with
    the Balrog. The first is impressive and neat. The
    later huge, rare, barely believable and quite
    incomprehensible to the common man.

    But it’s all predicated on the existence of a society
    that believes in magic. Or, more accurately, on a
    society in which the very concept of science vs. magic
    does not exist. What we call magic is to the
    characters simply one of many phenomena that exist in
    the world. Many normal things would be described in
    terms that by modern standards we would call magic.
    Galadriel and Sam have a brief discussion of this.
    Sam conceives of magic sort of the way we do—as
    something separate and laid over “real life”.
    Galadriel sees magic as fully integrated into and as
    part of the world. Galadriel, of course, is more
    correct.

    This is awfully hard to play out in a game though,
    because it is so alien to moderns. Ordinary folk in
    Tindomende are not especially superstitious or fearful
    of magic. I do this at a meta-game level, because I
    do not want players taking advantage of superstitious
    outlooks from which they hold themselves exempt. So,
    many small “magics” are taken for granted by most
    folks.

    Magic items that are of much use are not common.
    Potions are not uncommon-- at least ones that do think
    like heal, invigorate, etc. Weapon-making and many
    other trades are ften imbued with a sense of magic.
    That is, tradesmen are regarded not merely as
    craftsmen but also dabblers and manipulators of
    greater forces. Any fine steel blade might be thought
    to be magical in some sense-- regardless of any
    unusual properties it might possess.
    ___

    Gods and Religion

    This too is a bit subtle. Many folk are completely
    ignorant of the Powers (not Gods really). I wouldn’t
    call most cultures atheistic. Rather, the Powers are
    largely irrelevant to most people. This is especially
    true in Scumville and Far Imran.

    The Powers are believed to exist, but they are not
    perceived as competing in the Greek sense or as being
    terribly immediate in the world. They are very much
    based on (my understanding of) the Silmarillion model
    in their composition, names and orientation. But they
    are unlike the Silmarillion in that most folk of
    Tindomende have no history or broad acceptance of the
    Powers ever being directly involved with the lives of
    men.

    The Powers are there and important, but not overtly
    worshipped, no strict doctrines, no wars fought on
    their behalf, etc. Household shrines to the Powers
    are common, but worship is in the back of the mind.
    Very casual for most people, almost a habit. If you
    combined Roman nonchalance with Elvish hands-off
    reverence, you might have some idea of what it’s like
    in my mind. Although, to be sure, some folk know more
    of the Powers and hold them in considerable reverence.
    ___

    Humanoid Races

    Here I alternate between a strict adherence to my
    understanding of Tolkien, coupled with some marked
    variations. I will include only what someone from Far
    Imran might know or have heard.

    Races:
    Elves exist and everyone knows it. But they are
    hardly ever seen. They live somewhere in the
    mountains to the far west. Very rarely a small troop
    of Elves might make a diplomatic visit to the lands of
    men.

    Dwarves are most numerous in the western mountains,
    but a large enclave exists in Scumville. They are
    very much like Tolkein Dwarves in most regards. In
    Scumville they tend to stick together, living and
    conducting business in their own district.
    Predictably, they are an important source of
    high-quality manufactured and crafted goods. They get
    on well with the powers that be, and have carved out a
    solid niche for themselves. Think Jews in any
    northern city.

    Halflings (not Hobbits (that is a word based on a
    language alien to the region)) are very uncommon.
    Most people could go a lifetime never seeing one.
    There are a handful of Halflings in Scumville.

    Orcs are reasonbly common, especialy in the south
    around Scumville. They are not always evil, chaotic,
    rapacious, etc. They form complex social groups, much
    like men. In some places, like Scumville, they are
    integrated with Men. Some Orcs are rapacious bandits,
    who do indeed eat man flesh when they can get it. But
    not always, and certainly not in Far Imran. The Orcs
    of the western mountains are said to be of a far more
    dangerous type. Orcs do make up a disproportionately
    high number of the criminal element wherever they are
    found.

    Kobolds are quite common in Scumville and especially
    in the area of the great salt lake to the south west
    of Scumville. They are small, clannish, congregate
    densely together and are much like the traditional D&D
    version. Again though, like Orcs, they are not
    monsters in the D&D sense. They are quite alien to
    Men and Orcs in their habits and lifestyle. But they
    fill a niche in Scumville and are reasonably
    successful and accepted at what they do.

    Other humanoid and sentient races of which most
    people are aware are Trolls and Gnolls.

    Trolls are
    big and brutish, but not always mindlessly
    violent. They are even occasionally seen in cities
    and towns, mostly as hired thugs, protection,
    warriors, etc. Again, not to be trusted especially,
    but not to be attacked on sight. Of all the cities of
    settled people, Scumville is the only one whereh
    Trolls are seen frequently (though not in great
    numbers). Also, my take on Trolls is that they have a
    reptilian appearance, not a humanoid one.

    Gnolls are sort of the equivalent of Native
    Americans. They are nomadic, forming smallish
    hunting/gathering/raiding groups. Rarely seen near
    densely populated areas. They look pretty much like
    they do in your copies of Monster Manual.

    Other humanoids exist, but not in the general
    consciousness or general knowledge.
    Wednesday, March 23rd, 2005
    12:36 pm
    [abi_dierecte]
    Welcome, all. This is a community for Arthur's Tindomene campaign that we shall all participate in soon.
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