I am halting my story concerning Brodli for a time for reason that will be explained very soon on his thread. Or course, Frecwain is continuing his grand adventure, and that tale, should he stay alive, will be a long one. And so, with some free time on my hands, it is time for another tale...
TOTAL IMMERSION RULES
1. Travel: I will only travel on foot or by regular mounts and absolutely no swift travel horses or map recall use. This can be waived when conducting toon upkeep, such as visiting a settlement to level. Except when in a quest, lair, dungeon, combat, etc, I will walk everywhere - I will allow myself to run for short periods of time, however, such as trying to run away from an enemy.
2. Chat / Speech: I will always stay in rp character at all times during Chat. I will chat in OOC when it is necessary however, since there are times I might want to talk to someone out of game.
3. Food and Rest: I will follow the LOTRO day/night cycle closely and force myself to rest at a safe location such as an inn or in a town if such an inn is not available. The day/night cycles are:
I must rest during the night cycles of Evening, Midnight, Late Watches and Foredawn each day (or at least camp/rest for four cycles each day/evening). I can hang around an inn, for example, and rp a bit with other players, but no going out into town to shop or craft, etc. This is to simulate my character actually resting. During the rest time I must eat a meal of some kind.
If I am away from a town or settlement, things will become more tricky. I will attempt to find a safe spot to camp for the evening - this means halting my journey and actually sit my toon down for rest.
4. Promoting Realism: This rule is a catch-all for such things as no jumping off high cliffs, swimming with armour on, jumping around while I am moving, jumping every fence I come across, etc.
There is one rule I play that I always forget to mention - and that is the repair of equipped gear. I may only pay for repairs of weapons from a suitable vendor; ie, weapon repairs from a weaponsmith npc in a crafting area.
5. Death and Defeat: Since I love a challenge, I will add in a harsh rule for myself. Vulseggi cannot be defeated by any means during the story - should this occur, he will be considered truly dead. Vulseggi begins at level 7 and I will post Survivor titles as he gains them up to 20th level.
6. Arms and Armour: Vulseggi may only equip or use equipment gained via mob drops or gained by the completion of quests. So, he may not craft gear for himself, or purchase gear from a vendor or the Auction House. He can craft for other players though.
A Note on Middle Earth Lore: This story involves Vulseggi, a Lore-master. I will be rping him as a student and scholar of magic. Before someone bows their head in shame of what I have just said, let me explain a bit further.
In his letters, Tolkien was fairly adamant that ordinary humans could not work magic, only the Elves of servants (or former servants) of the Valar, or those of Elvish lineage. However, within the books he made many references to spells and of magic in the sense that we would consider as spell-casting or the like. I think it is best to assume that Tolkien was over-systematizing his own world in his letters, but that there is some kind of difference between the spells ordinary dwarves and men use and those used by Gandalf, Radagast or Galadriel.
Powerful Elves could work such power that some may denote as magic, though this was never in the form of spoken spells of the like. Think of these powers as Arts more than spells. The Istari (Gandalf, Radagast, Saruman) were servants of the Valar and held these Arts as well, but also the ability of spell-using, something mentioned multiple times in the books:
'I once knew every spell in all the tongues of Elves or Men or Orcs, that was ever used for such a purpose. I can still remember ten score of them without searching in my mind.'
The Fellowship of the Ring, Book I, page 400
In addition, there are references to those that have studied the use of magic. They certainly do not hold the power or skill of the Istari, and often those folk are of ones that fell under the influence of the Dark Power of Mordor. What seems clear is that there is magic use (ie, sorcery) in use within the word, but that bears a potentially terrible price in the form of falling under the corruptive influences of Sauron and before him, Morgoth:
The Men of Númenor were settled far and wide on the shores and seaward regions of the Great Lands, but for the most part they fell into evils and follies. Many became enamoured of the Darkness and the black arts; some were given over wholly to idleness and ease, and some fought among themselves, until they were conquered in their weakness by the wild men.
It is not said that evil arts were ever practised in Gondor, or that the Nameless One was ever named in honour there; and the old wisdom and beauty brought out of the West remained long in the realm of the sons of Elendil the Fair, and they linger there still. Yet even so it was Gondor that brought about its own decay, falling by degrees into dotage, and thinking that the Enemy was asleep, who was only banished not destroyed.
LOTR, Book IV, chapter 5, subpage 20.
The rider was robed all in black, and black was his lofty helm; yet this was no Ringwraith but a living man. The Lieutenant of the Tower of Barad-dur he was, and his name is remembered in no tale; for he himself had forgotten it, and he said: 'I am the Mouth of Sauron.' But it is told that he was a renegade, who came of the race of those that are named the Black Nümenörians; for they established their dwellings in Middle-earth during the years of Sauron's domination, and they worshipped him, being enamoured of evil knowledge. And he entered the service of the Dark Tower when it first rose again, and because of his cunning he grew ever higher in the Lord's favour; and he learned great sorcery, and knew much of the mind of Sauron; and he was more cruel than any orc.
LOTR, Book V, page 202
I could on, but I hope you get the idea. In short, there seems to be enough evidence to say that there is magic - the use of spoken spells and words - within Middle Earth. With this in mind, Vulseggi is no Istari, or course, nor a servant of the Valar. He is mortal, living the lifespan of a Man of Eriador; perhaps he may have a bit Dúnedain blood mixed in his veins. He is, simply, a sorcerer or perhaps a more gentle version of such; a magician, enchanter or conjuror.
SPECIAL RULES FOR THE STORY
Pets: A major rule with Total Immersion for this story concerns Vulseggi's ability for pets. He begins with the ability to summon a BEAR; should his bear be defeated, it considered slain. and so I must be careful to keep it alive. If a Pet is ever defeated, I can call upon the aid of another pet, but only of a different type not used before, say a Black Bear or even another type, like a Raven or Lynx.
Secondly, I will not bring most Pets into towns and villages; the sight of a roving bear would startle and frighten the inhabitants, so my pets will be left outside. Of course, a Raven Pet or the like would certainly be fine though.
The Story: This adventure will be played out a bit differently then my others. The adventure will play out at first as independent chapters, but slowly the plot of the story will grow. Vulseggi dwells within the Breelands, at the very edge of the Chetwood. He is not the level required to purchase a House; nonetheless, at the end of an independent portion of the story, he will return to his home. This will be played out of course, having to hike back to the entrance of the Bree-land Homesteads. Once he reaches 15th level, I will buy him his very own little forest dwelling.
Much of the story will take place within the Bree-lands, but can include excursions outside as well; this I wish to do because it often becomes difficult to find rpers in the higher level regions of the game. I do have a specficic plot for his story, but I am also calling on any role-players who wish to join in to do so. In fact, I will encourage any and all to call upon me for aid or assistance in quests, travel, finding something etc. Another thing I hope for is for other playesr to help me direct where the story goes. I have some good ideas in mind, but should anyone have some excellent idea, please let me know!
The main thread of this story will be to run quests involving corruption on the land, whether in nature (like the Old Forest) or to fauna (like the spiders of the Chetwwod and Midgewater Marsh). So keep that in mind
Story Chapter List
Chapter One: A Threat from Spiders – 24 Rethe, 3018 TA
Chapter Two: Into the Spiders’ Lair – 25 Rethe, 3018 TA
Chapter Three: Iornaith – 26 Rethe, 3018 TA
Chapter Four: An Ailing Hound – 29 Rethe, 3018 TA
Chapter Five: The Wise Woman of the Silverwell – 29 to 30 Rethe, 3018 TA