Board Thread:Middle Earth Roleplay Board/@comment-25597877-20150831225459

Dark times have fallen upon Arda, the end of the fourth age was marked by an event that never should have happened, A fleet of ships sailed to the worlds end. Or so they thought, 2 weeks sail past Valinor was a new land but all that was there was death, no plants grew green no animals scurried about exept for the rare scavenger feasting on the corpses of the few remaining humans they told of a forbidden cave that must not be entered but like all tales go they did just that. The men never returned... but the ships did. Upon the shores of Lindon the sailors loved ones cheered for the return of the fleet, but when the ghastly crew came into sight terror filled every heart. Unfathomable abberations swarmed the docks from realms best left unseen some possesed psycic powers some were mere abominations, blobs of flesh covered in eyes and mouths, squid-like eels that know your deepest desires, and countless other horrors. The otherworldly invasion has reached the westernmost outskirts of the Shire, so far yet no kingdom has the will to stand against it.

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Political divide after the fall of Aragorn has split up the Re-united Kingdoms nearly to how they were in the third age

The Shire is as it always was

Rohan and Gondor are in 3rd age state

Near Harad and Umbar have restored thier power

Southern Harad tribes are more advanced but still at war, Dunland is lost to the ages

Dwarves have become slightly more reclusive but are as wealthy as ever, especially with the reclaiming of Moria and Gundabad

Elves are few in number now with thier realms only a quarter the size and a fith the population

Angmar Dol Guldur and Mordor have grown unchecked due to petty political distractions on behalf of Men

ha

hAf tRoLLz DUm as eVeR

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Rules no Metagame no Godmod

Magic is restricted to those from before the destruction of the ring as it is a foriegn concept to this generation

Rated R

I will roll a d20 for many situations like Escapists

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Template will go as shown

Name:

Race:

Faction:

Weapons:

Rank:

Personality (This is very important so I don't hear "But my character wouldn't do that if I was controlling him" ok)

Skills:

Other:

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Things will be decided by a d20 like a cross between D&D and the Escapists RP

Each character starts with 25 points

Strength:

Dexterity:

Constitution:

Intellegence:

Wisdom:

Charisma:

An important and new concept to the wiki is Sanity, the creatures in this RP are so alien and horrid in nature that not even an eternity in Udun can prepare you for their horrors this isn't a skill but it will increase or decrease with your journey.

Eh I'll probably add more so good luck 