Greater Harad Campaign Overview
It is a time of oppression in Sirayn. With few exceptions, the free peoples of Greater Harad are under the heel of the Tarb: Tartas Izain of Clan Bulgan. Decades earlier, Clan Bulgan wrested power from Clan Masra in a bloody coup. Clan Masra, the historically rightful rulers of Sirayn, were scattered or destroyed. The freedom that the peoples of Greater Harad cherish has been choked from them ever since. The Mezin Tarb (Domain of the Might Lord) has grown to encompass almost all of the populated portion of Sirayn. From Tul Isra, the capitol, the Mezin Tarb covers the following cities and their surrounding areas: Rintark, Rask, Kirm, Isresk, Tyarrett, Akhul, Yenidred, Kuyu Altin, Bru Isra, Tartaust, Kelen, Baud Selen, and Tur Aylra. Tarnet Barzam pays fealty to the Tarb, but is not occupied by the army of Tul Isra. Tul Poac, and Narad-Dum (Dwarvish) are independent and neutral. Tul Harar, Ayn, and Kenk have allied and fought the Tul Isran Army to a standstill just west of Ayn. The Sara Bask, Kirmlesra, Ne Tava, Erim Poa, and the Tur Betark are wild, inhospitable places where dangerous wild beasts, brigands, and a few hostile, wild indigenous people live.
Adventuring in Middle Earth
In Middle Earth, there are two types of magic/power: blessed and unblessed. Because of the way middle earth was created, via the song of the Valar as guided by Eru, the nature of things in middle earth revolves around how much their existence remains in accordance to the song. The two most powerful manipulators of unblessed power, Morgoth and Sauron, are the epitome of discord with respect to the song of creation. In middle earth, those who wield power in an unblessed manner invite corruption and often bring about their own downfall. To those who wield blessed power, those who use unblessed power are simply known as “the enemy”.
In Tolkien’s works, the center of blessed power resides mainly in the peoples who live in the west of middle earth. There, the power is greater and more restrained in use. In the area of Middle Earth where the campaign is set, the land and people are less in touch with the powers in the Undying Lands beyond the Utter West. The use of magic is less restrained, but correspondingly less potent. The area would be considered relatively ‘wild’ by most of the peoples of the West.
Rolemaster/MERP General Guidelines
Dice rolling & Open ended rolls: Almost all rolls in RM are percentile (1..100) using two ten sided dice. Two zeros equals 100. Some rolls are “open ended”, meaning they can result in numbers greater than 100 or less than 1. When making an open ended roll, if the result is 96 – 00, you roll the dice again and add the second result to the first. This continues until something other than 96-00 is rolled. Conversely, if the result of the first roll is 01-05, you roll the dice and subtract the result, again continuing until something other than 96-00 is rolled. Some rolls are “high open ended” meaning you can only add to the result, others are “low open ended” meaning you can only subtract.
Skills: Each character has a certain set of skills that they have developed. To use a skill, first state the action (maneuver) that you are attempting and which skill you are using and make an open-ended roll. Add your skill bonus and any relevant modifiers to the roll and, generally, if the total is 101 or higher the maneuver succeeds.
Combat: To attack, you use your offensive bonus (OB) to add to your attack roll and your defensive bonus (DB) to subtract from your opponent’s attack roll.
Note: When engaged in hand-to-hand combat, you can take as much of your OB and apply it to your DB as you wish. Of course, this lowers your OB by the amount transferred. It is common to do this. You cannot do this when using missile weapons.
Each weapon has its own attack result chart. Once you have calculated your attack value (OB + attack roll), you cross-reference the value with your opponent’s armor type (AT) to see the result of your attack.
The number in the result indicates how many concussion hits (hits) of damage the attack inflicted and the letter (if any) determines the severity and type of critical the attack caused.
If a critical hit results from an attack, you look up the type and severity on a critical hit chart and roll percentile (non – open ended) and look up the result. Results vary and can lead to nothing extra happening up to instant death.
Two common results of criticals are “stunned” and “bleeding”. Stunned means you can only parry (with full DB & OB) until the stun wears off. Bleeding means you lose X hits per round until the flow is stopped.
Armor types do not add to your DB, unless they are of special quality or are magical, they simply tell you where on the weapon’s attack result chart to look to find an attack’s result. In general, heavier armor makes you easier to hit, but harder to hurt while lighter armor makes you harder to hit, but more easily hurt.
Shields add to your DB.
When hit, you will suffer a number of concussion hits (hits) of damage. When this reaches zero, you become unconscious and, if you are bleeding, you slowly die. Death occurs when you reach –40 hits.
Spell casting: The number of spells a character can cast is determined by that character’s power points (PP). Spells cost 1 PP per level of the spell. A spell caster can only cast spells of his/her level or lower. Power points are recovered by resting. Characters casting spells from items do not use power points and the item, if it can be used x times per day, must ‘rest’ to recharge.
When a character wants to cast a spell, he/she must prepare the spell first. Most spells require a bit of time to prepare/cast. Usually one or two rounds. Some spells are instantaneous, requiring no preparation. Spells generally do not require components.
There are three types of spells in RM: static, attack, and elemental. When casting a static spell you simply determine of the spell failed, and, if not, the spell works. With attack spells, the caster makes a base attack roll (BAR) that is modified by certain conditions (cover, range, etc) and the result is found in the base attack roll chart. The base attack roll chart determines the modifier, if any, that is applied to the spell target’s resistance roll (RR). The resistance roll of the spell’s target determines the result of the spell. Elemental spells are fired with an attack roll and the appropriate chart is referenced using elemental spell modifiers.
A spell adder is an item that allows a spell caster to cast a spell while expending no PPs.
A power point multiplier (e.g. x2) allows a spell caster to multiply their power points by the listed multiplier.