Magic in the Arda Mod
I started this thread based on the issue if we should have the arcane and summoner characteristics in the Arda mod, based on FfH II. I’m looking at two key issues – one is magic in the Arda/Tolkien world, the other is a Civ mod based on FfH II and the issues of implementation.
Magic in Arda
Thousands of pages have been spent on this topic. Here is a one –pager of someone’s opinion: http://fin.yserve.net/layers/html/magic.htm.
I’ve heard people say that Tolkien’s world does not have a lot of magic, say relative to Forgotten Realms. I strongly disagree, Tolkien’s world is absolutely steeped in magic, much more so than the Drizzt books. Tolkien magic is more subtle. There aren’t the fireballs and lightning bolts of D & D, but there is magic seeped in the environment.
We know that being West for the elves is a source of power – they are even classified as light or darker elves based on whether they made it to Valinor. Numenor was a great power, to the West of Middle earth but not as far as Valinor.
The Elven lands are have magic all around. It is so great that they do not even know why their ropes are magical, but they clearly are.
Indeed, the Arda world is so magical that Tolkien implied that magic is implied by events. Tolkien once wrote that in his world, a hero returning from a quest will CAUSE the weather to be good. It is implied that Fram's sword, that slew the great dragon Skatha, BECAME magical from the slaying, as opposed to the opposite way.
Magic items abound. Morgul knives; barrow knives (that can kill the witch king); the horn of Gondor which is heard hundreds of miles away; magical swords, mostly from first age Gondolin; elven items like elven rope, Lembas, the phial of Galadriel; magical maps and runes; walls that cannot be breached in Minas Tirith and Orthanc; and many more. And in the First age, magic was even more prevalent.
Of course, we have powerful magical items, like the rings of power, the one ring, the silmarils, which not only are outrageously powerful but their power and influence have a large influence on Arda history. We also have creation – Morgoth creates Orcs and dragons. Saruman creates the Uruk-Hai. We know that creation is complex. Sauron puts his essence into the ring. Morgoth’s personal power seems to decline as he builds creatures.
Places have tremendous magical significance. The elven havens clearly are magical (probably from the Elven rings). Amon Hen and the Old Forest have magic all around. And again, the first age magnifies the magic.
Beorn could turn into a bear. Many people could speak to a variety of animals of some sort.
And don’t forget ‘event’ magic. The dead men of Dunharrow are a critical example.
We all know everything above; the reason I am going on about all of this is that ultimately, I think an Arda Mod should recognize that the Tolkien world is tremendously magical, although it isn’t the type we see in D & D, or in something like FfH. I want the world that is created to give the feel of magical Arda, but I also recognize that we have very real restrictions built in Civ and FfH.
The Arda Mod – How to Include Magic
It is hard to say if we should keep the FfH technique of ‘building’ mage guilds and adepts, and then having them cast beneficial spells. Clearly, in Tolkien, we do NOT have a lot of ‘spells’ and they seem to be specialized, but we have magical effects, creation, and powerful items.
I’ll give some of my ideas. At this point, I have an eye toward programming. I know much of what I say below will be hard to implement for some time. But for now, I’m just trying to get the discussions started.
Specific Magic
Some specific people seem to have magic to use. Saruman probably can cast the dominate spell from FfH. Aragorn and Elrond can heal, maybe the heal spell? (Elrond apparently is better. Is Aragorn's power from the stone?). Gandalf is a difficult case – he seems to have magic that he CAN use but only does so reluctantly, as a last resort. Maybe he should be allowed to cast inspiration and hope for free, and cast a spell like blinding light. I may say he can cast fireball, but if he does so, he loses 1 or 2 XP’s. Gandalf also has the ability to counter Saruman (not sure how to do that mechanically). Galadriel – I’m not sure? She seems to use magic the most. She isn’t in the book much, but she has a presence that is overwhelming and is using magic pretty much at all times.
Of course, with Gandalf, Elrond, and Galadriel, we have the issue of whether they have the power themselves or if their power largely comes form their rings. With Gandalf and Saruman, we don’t know how much power comes from their staffs. It may not matter to
us, though, for Arda mod purposes we can just say these items are not detachable. If we include the one ring, though, we would have to give the ability to deactivate the elven rings.
Magic for Specific Powers
Sauron (and Morgoth’s) conquests didn’t just bring their armies, they also brought ‘the shadow’ or for Morgoth, darkness. If we want to recreate this, I envision that shadow lands are far different from other lands. We could recreate this with a promotion (like winterborn) that gives bonuses in shadow and perhaps the opposite in ‘good’ lands. Similarly, ‘good’ races like the elves have as an elven promotion, bonuses is good areas and weaknesses in the shadow.
The mechanism for the spread of the shadow can either be simple culture, or a more elaborate system like the spread of hell terrain in FfH. The latter is probably more ‘accurate’. We see Greenwood the Great turn into Mirkwood as the shadow spreads from Dol Goldur. Shadow lands that aren’t controlled by a player then generate barbarians (appropriate ones, for instance, giant spiders in Mirkwood).
For Sauron (maybe Morgoth?), the ability to spread could be a ritual. Indeed, I can think of Sauron playing similar to the Illians in FfH. Sauron can have a ritual that spreads shadow, and a really killer ritual that gives him the one-ring. This ritual is probably the ‘Auric Ascended’ equivalent. (I’m sure we can come up with a few more!) The one ring then allows him to create the nazgul, nullify the elven rings and automatically vassalize Angmar. It probably shoudl give other powerful bonuses, like all untis get a +2 strength or something else ridiculous.
Morgoth can be similar, with the ability to create shadow (or darkness usually for Morgoth). He can have rituals that allow him to create orcs, trolls, and then a biggie for dragons.
I would think territories occupied by neutral or good civ’s can resist the shadow; however, I would think that the Cailquendi could push back the shadow. The elven rings would also have this power. The Caliquendi also should have spells similar to ‘destroy udnead’ or perhaps promotions with such bonuses.
We know that the Noldor, especially Gondolin, built magical swords. So we could give them the ability to cast magic blade from FfH (or maybe dance of blades). Or it may be simpler just to treat units of Gondolin as having magic swords, perhaps with the attainment of a tech.
Numenor is tough. I get the impression that human magic is more like ‘traditional’, FfH and D & D type magic. We know that Numenorean magic was formidable. They built the invincible walls and used the Palantiri that were built by the elves. I would think that Numenor could build adepts and cast a variety of spells. The Mouth may be considered a fairly tough mage.
I get the impression that Angmar would get the ability to summon undead and the like. For them, I do like the idea that they get special units that cast magic. Alternatively, this could be some sort of ability for the witch king.
I’ve talked a little about the Caliquendi. Clearly Feanor appears to be the greatest builder of magical items. The Silmarils are so over the top powerful I wouldn’t know how to put them into the game.
A general question is whether we allow all powers to buidl these types of ritutal/spells or are they limited. If we use the former, we can give the 'intended' recipient a big bonus.
Palace Mana
Another simple idea is to give some of the magical races ‘palace mana’ from FfH. Then, it probably wouldn’t be too much work to allow them to build a unit or units that allow some limited spells. These are some of the FfH spells that I think would be of some sort of general use:
Dance of blades
Magic blade
(For these two, I would prefer enchanting one or a few units per turn, not a whole army)
Summon skeleton; maybe summon bears, worgs, etc.
Inspiration
Wall of stone
Fair winds
Blur
Anyway, I know we are a long way away on anything like this, but I hope you all find it interesting. Sorry for the length of the post.
Best wishes,
Breunor
I started this thread based on the issue if we should have the arcane and summoner characteristics in the Arda mod, based on FfH II. I’m looking at two key issues – one is magic in the Arda/Tolkien world, the other is a Civ mod based on FfH II and the issues of implementation.
Magic in Arda
Thousands of pages have been spent on this topic. Here is a one –pager of someone’s opinion: http://fin.yserve.net/layers/html/magic.htm.
I’ve heard people say that Tolkien’s world does not have a lot of magic, say relative to Forgotten Realms. I strongly disagree, Tolkien’s world is absolutely steeped in magic, much more so than the Drizzt books. Tolkien magic is more subtle. There aren’t the fireballs and lightning bolts of D & D, but there is magic seeped in the environment.
We know that being West for the elves is a source of power – they are even classified as light or darker elves based on whether they made it to Valinor. Numenor was a great power, to the West of Middle earth but not as far as Valinor.
The Elven lands are have magic all around. It is so great that they do not even know why their ropes are magical, but they clearly are.
Indeed, the Arda world is so magical that Tolkien implied that magic is implied by events. Tolkien once wrote that in his world, a hero returning from a quest will CAUSE the weather to be good. It is implied that Fram's sword, that slew the great dragon Skatha, BECAME magical from the slaying, as opposed to the opposite way.
Magic items abound. Morgul knives; barrow knives (that can kill the witch king); the horn of Gondor which is heard hundreds of miles away; magical swords, mostly from first age Gondolin; elven items like elven rope, Lembas, the phial of Galadriel; magical maps and runes; walls that cannot be breached in Minas Tirith and Orthanc; and many more. And in the First age, magic was even more prevalent.
Of course, we have powerful magical items, like the rings of power, the one ring, the silmarils, which not only are outrageously powerful but their power and influence have a large influence on Arda history. We also have creation – Morgoth creates Orcs and dragons. Saruman creates the Uruk-Hai. We know that creation is complex. Sauron puts his essence into the ring. Morgoth’s personal power seems to decline as he builds creatures.
Places have tremendous magical significance. The elven havens clearly are magical (probably from the Elven rings). Amon Hen and the Old Forest have magic all around. And again, the first age magnifies the magic.
Beorn could turn into a bear. Many people could speak to a variety of animals of some sort.
And don’t forget ‘event’ magic. The dead men of Dunharrow are a critical example.
We all know everything above; the reason I am going on about all of this is that ultimately, I think an Arda Mod should recognize that the Tolkien world is tremendously magical, although it isn’t the type we see in D & D, or in something like FfH. I want the world that is created to give the feel of magical Arda, but I also recognize that we have very real restrictions built in Civ and FfH.
The Arda Mod – How to Include Magic
It is hard to say if we should keep the FfH technique of ‘building’ mage guilds and adepts, and then having them cast beneficial spells. Clearly, in Tolkien, we do NOT have a lot of ‘spells’ and they seem to be specialized, but we have magical effects, creation, and powerful items.
I’ll give some of my ideas. At this point, I have an eye toward programming. I know much of what I say below will be hard to implement for some time. But for now, I’m just trying to get the discussions started.
Specific Magic
Some specific people seem to have magic to use. Saruman probably can cast the dominate spell from FfH. Aragorn and Elrond can heal, maybe the heal spell? (Elrond apparently is better. Is Aragorn's power from the stone?). Gandalf is a difficult case – he seems to have magic that he CAN use but only does so reluctantly, as a last resort. Maybe he should be allowed to cast inspiration and hope for free, and cast a spell like blinding light. I may say he can cast fireball, but if he does so, he loses 1 or 2 XP’s. Gandalf also has the ability to counter Saruman (not sure how to do that mechanically). Galadriel – I’m not sure? She seems to use magic the most. She isn’t in the book much, but she has a presence that is overwhelming and is using magic pretty much at all times.
Of course, with Gandalf, Elrond, and Galadriel, we have the issue of whether they have the power themselves or if their power largely comes form their rings. With Gandalf and Saruman, we don’t know how much power comes from their staffs. It may not matter to
us, though, for Arda mod purposes we can just say these items are not detachable. If we include the one ring, though, we would have to give the ability to deactivate the elven rings.
Magic for Specific Powers
Sauron (and Morgoth’s) conquests didn’t just bring their armies, they also brought ‘the shadow’ or for Morgoth, darkness. If we want to recreate this, I envision that shadow lands are far different from other lands. We could recreate this with a promotion (like winterborn) that gives bonuses in shadow and perhaps the opposite in ‘good’ lands. Similarly, ‘good’ races like the elves have as an elven promotion, bonuses is good areas and weaknesses in the shadow.
The mechanism for the spread of the shadow can either be simple culture, or a more elaborate system like the spread of hell terrain in FfH. The latter is probably more ‘accurate’. We see Greenwood the Great turn into Mirkwood as the shadow spreads from Dol Goldur. Shadow lands that aren’t controlled by a player then generate barbarians (appropriate ones, for instance, giant spiders in Mirkwood).
For Sauron (maybe Morgoth?), the ability to spread could be a ritual. Indeed, I can think of Sauron playing similar to the Illians in FfH. Sauron can have a ritual that spreads shadow, and a really killer ritual that gives him the one-ring. This ritual is probably the ‘Auric Ascended’ equivalent. (I’m sure we can come up with a few more!) The one ring then allows him to create the nazgul, nullify the elven rings and automatically vassalize Angmar. It probably shoudl give other powerful bonuses, like all untis get a +2 strength or something else ridiculous.
Morgoth can be similar, with the ability to create shadow (or darkness usually for Morgoth). He can have rituals that allow him to create orcs, trolls, and then a biggie for dragons.
I would think territories occupied by neutral or good civ’s can resist the shadow; however, I would think that the Cailquendi could push back the shadow. The elven rings would also have this power. The Caliquendi also should have spells similar to ‘destroy udnead’ or perhaps promotions with such bonuses.
We know that the Noldor, especially Gondolin, built magical swords. So we could give them the ability to cast magic blade from FfH (or maybe dance of blades). Or it may be simpler just to treat units of Gondolin as having magic swords, perhaps with the attainment of a tech.
Numenor is tough. I get the impression that human magic is more like ‘traditional’, FfH and D & D type magic. We know that Numenorean magic was formidable. They built the invincible walls and used the Palantiri that were built by the elves. I would think that Numenor could build adepts and cast a variety of spells. The Mouth may be considered a fairly tough mage.
I get the impression that Angmar would get the ability to summon undead and the like. For them, I do like the idea that they get special units that cast magic. Alternatively, this could be some sort of ability for the witch king.
I’ve talked a little about the Caliquendi. Clearly Feanor appears to be the greatest builder of magical items. The Silmarils are so over the top powerful I wouldn’t know how to put them into the game.
A general question is whether we allow all powers to buidl these types of ritutal/spells or are they limited. If we use the former, we can give the 'intended' recipient a big bonus.
Palace Mana
Another simple idea is to give some of the magical races ‘palace mana’ from FfH. Then, it probably wouldn’t be too much work to allow them to build a unit or units that allow some limited spells. These are some of the FfH spells that I think would be of some sort of general use:
Dance of blades
Magic blade
(For these two, I would prefer enchanting one or a few units per turn, not a whole army)
Summon skeleton; maybe summon bears, worgs, etc.
Inspiration
Wall of stone
Fair winds
Blur
Anyway, I know we are a long way away on anything like this, but I hope you all find it interesting. Sorry for the length of the post.
Best wishes,
Breunor