Role-playing
Chivalry & Sorcery: Faith in Middle-earth
Introduction to Priestly Power in Middle-earth:
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Faith during The Age of
Sauron
In 2007 I began a campaign which I called The Age of
Sauron. In it
Sauron recovered
his ring and promptly smashed the major population centres of Free Peoples
of Middle-earth.
I mention The Age of
Sauron throughout this document, for this is what prompted its development,
but these Faith rules should, I hope, be able to be used in any Age
of Middle-earth.
I began The Age of Sauron
campaign as a result of a friend showing me the Midnight Campaign World
for the D20 system. I'm no fan of D20 particularly, but some of the
material (story wise) is great, and Midnight is one of those.
For the last few years I have taken great pleasure in messing with
the history of
Middle-earth, from a campaign that saw
Galadriel claim
the One Ring when Frodo offered it to her (using the Rolemaster Standard
System), to an invasion of Gondor in the Fourth Age by Haradrim led
by a Queen empowered by a fragment of the ancient Southern Lamp,
Ormal (using
RMSS again), to the defence and redemption of Doriath after the
Girdle of
Melian had been breached by a
Balrog (using
Amber Diceless), to this new campaign, The Age of
Sauron (using
Chivalry & Sorcery Rebirth, which is pretty much all I use now). Looking
back, it seems shocking to me that I didn't think to do something like
this before the sledgehammer prompt that was Midnight. So, thanks to
Midnight, without which I probably wouldn't have thought about running
a campaign in a
Middle-earth
ruled by Sauron.
In all of these campaigns I have struggled with magic and faith in
terms of giving the players something they can use, enjoy and is not
too restrictive, whilst remaining faithful to how magic and faith are
Middle-earth.
Until now, I have simply used the standard C&S magic and faith systems
and made on the spot changes of that just isn't going to work in
Middle-earth.
But this is unsatisfactory when I like to be upfront with my players
in terms of rules, so they know what is possible and what isn't, so
we can all concentrate on the role-playing element of the game.
So, these rules are an attempt to build a workable solution to the
issue of Faith in
Middle-earth
(I am trying to develop a tweak to the magic system, but it is slow
going), whilst keeping true to
Middle-earth,
but using the Chivalry & Sorcery system. I may not have achieved this,
but I hope it does some of it, and it can always be refined at a later
date.
The purist Tolkienits among you will no doubt point out that the
peoples of Arnor and Gondor had no priesthood, as Tolkien says
himself in one of his letters, and the King filled the role of both
ruler and priest for his people. And from a purist point of
view I would not dare to argue with the Great Maker himself.
However, I would argue that an RPG game is more attractive with a
priesthood. It's not necessary by any means, but it does add a
BIT of colour to the game if nothing else. Hence this
(incomplete) suite of documents.
What do the individual
Valar stand for?
And what are their Priests capable of?
These two questions demand answers if we are to build an idea of
the kind of power faith can bring to the
Middle-earth
faithful.
Importantly it must always be noted that the
Valar do not
directly intervene in the everyday affairs of the peoples
of Middle-earth
in any shape or form. Not even in the trying times that are The Age
of Sauron. They
are simply not allowed to. So the Priests of the
Valar do not
channel power from their deity, as it is common for Priests
to do in most campaign settings. The power
Middle-earth
Priest's use is a form of sub-creation** and so the power is
within them. To this end, and in Chivalry & Sorcery (C&S) terms, Priests
of the Valar have
more in common with traditional C&S mage-Priest classes, like Druids,
Shamans and Witches, rather than traditional C&S Christian-like Priests,
Monks or Clerics.
** If you have not already read it, it is worth reading the essay
by Tolkien called
"On Fairy-Stories", published in a small book called "Tree and Leaf".
In it you will find
a full explanation of what sub-creation means - at least so far
as Tolkien himself is concerned,
and since he coined the phrase in the first place, we might consider
this to be "deus ex machina".
What effects a Priest is capable of is greatly determined
by the Valar they
worship. The below is of course only a guide, for if one takes the power
to sub-create literally, then I guess you could argue that any of the
Valar could attempt
to do anything they could think of, given how Tolkien
envisaged sub-creation:
Letter 155: To Naomi Mitchison
...The basic motive for magia - quite apart from any philosophic
consideration of how it would work - is immediacy: speed, reduction
of labour, and reduction also to a minimum (or vanishing point)
of the gap between the idea or desire and the result or effect...
As anyone can envisage, if not think of, an idea, then
if one could sub-create then one could attempt any effect following
on from that thought.
But there has to be some limits and I have chosen, logically hopefully,
those limits to be what the
Valar is most closely
associated with, i.e.:
Manwë with
Wind and Authority, for example, and
Ulmo with Water,
etc. These limits are what really differentiate a Priest of the
Ainur to a standard
mage-Priest from C&S. Additionally, as
Middle-earth
is, on the face of it, a place where magic is rare and hard to come
by, some spells listed are at a higher ML than presented in the standard
C&S books, and Ainurian Priests only get certain spells when they achieve
the appropriate ML (i.e.: they can only gain MR 5 spells once they have
achieved ML 5), and then they must have learnt all the spells for MR
1-4 before being allowed to acquire the MR 5 spell. In the lives of
Ainurian Priests, as with a lot of other things in
Middle-earth,
there is structure, and sometimes it is very rigid.
The 'Divine' Beings
The Highest Power
He is God in the vein of the God of Catholic worship! However there
are few peoples who worship
Eru exclusively. Of
course, most who worship the
Ainur (except the
servants of Melkor
and Sauron) also
give deep reverence to
Eru, possibly even the same reverence. But worshipping
Eru is probably more
fruitless than worshipping any of the
Valar, if only a
touch. Eru cannot influence
the world other than he already has, i.e.: allowing the
Valar to dwell within
the bounds of Arda
as his messengers/servants and to do his bidding; nor can he allow his
personal power to enter the world, for when he/it does HUGE
things happen, such as the sinking of
Númenor. The finite
existence of Arda
simply cannot contain the infinite power of
Eru, so when he enters
he enters only in part, and he does so very infrequently.
(The Debate of
Finrod and
Andreth)
...
Finrod,
however, sees now that, as things were, no created thing or being
in
Arda,
or in all
Eä, was
powerful enough to counteract or heal Evil: that is to subdue
Melkor (in his
present person, reduced though that was) and the Evil that he had
dissipated and sent out from himself into the very structure of
the world.
Only
Eru himself
could do this. Therefore, since it was unthinkable that
Eru would abandon
the world to the ultimate triumph and domination of
Melkor (which
could mean its ruin and reduction to chaos),
Eru Himself must
at some time come to oppose
Melkor.
But Eru could
not enter wholly into the world and its history, which is, however
great, only a finite Drama. He must as Author always remain 'outside'
the Drama, even though that Drama depends on His design and His
will for its beginning and continuance, in every detail and moment
[my emphasis].
Finrod
therefore thinks that He will, when He comes, have to be both 'outside'
and inside; and so he glimpses the possibility of complexity or
of distinctions in the nature of
Eru, which nonetheless
leaves Him 'The One'...

The Greater Powers
The Valar are
worshiped across
Middle-earth,
but it is the Aratar
(the High Ones of
Arda) among them who tend to have more followers then their lesser
brethren. However, even amongst the
Aratar, in the trouble
times of The Age of
Sauron, two
Valar gain more worship
than all others.
Ulmo has never
been able to distance himself from
Middle-earth,
and as he can travel all the waters of
Middle-earth,
there are few places he cannot achieve or gain some knowledge.
Ossë and
Uinen are servants
of Ulmo and their
love of Middle-earth
has allowed Ulmo to
maintain a constant presence, knowledge and contact with the people
who have and continue to worship him.
Aulë is still
honoured and worshiped by most of the Dwarven people, mainly those who
still dwell in Ered
Luin, and since there are probably more Dwarves free of Sauronic
influence than of any other of the Free Peoples,
Aulë still feels great
strength of worship from
Middle-earth.
In The Age of Sauron
the Dwarves of The
Iron Hills are
not so fervent in their belief in
Aulë. Indeed they
have very much turned away from the
Valar, for they feel
the Valar have turned
away from Middle-earth,
and more importantly the Dwarven people and dwarves can be a stubborn
race.
Of the rest, it is probably
Varda that has the
most active worshippers, for the few
Eldar that are free
still give her reverence above all others.
The other Valar,
whilst they are still all honoured by those who know of them, it is
only Oromë who has
people who follow him, but those numbers are no doubt dwindling as
Sauron increases
his grip on the lives of those who dwell in
Middle-earth.
The Lords of the
Valar
Lord and ruler of
Arda, he is the
Elder King of the Valar.
He is the Lord of Winds and Clouds, from the utmost borders of the Veil
of Arda to the
breezes that caress the grass. He is Master of the Air and Weather and
all swift birds, strong of wing he loves, and they come and go at his
command. He sees further than all others, through mists, through darkness
and across the long leagues of the sea.
(aka: King of the
Valar. Wind Lord.
Master of the Air and Weather.)
Lord of all waters of
Arda, and the
one who dwells alone. He moves through all the deep waters of the Earth
and under it. He keeps all
Arda in his thoughts,
but he seldom walks on the land and rarely takes form as his brethren.
When he does it is as a Great King of the Ocean arising from the water
and all who behold him are filled with dread. But he has never abandoned
the people of
Middle-earth.
(aka: Ocean Lord. Master of the Waters.)
Lord of all the substances of which
Arda if made.
The fashioning of the Lands was his labour and he is a mighty smith
and master of all crafts, from the smallest jewels to the mightiest
mansions.
(aka: The Smith. Master of the Earth. Lord of Crafts. Maker
of Mountains. Maker of Dwarves. Also called Mahal.)
Most dreadful in anger and he loves the lands
of Middle-earth,
leaving them reluctantly. He is a hunter of monsters and fell beasts
and delights in horses and hounds, and all trees he loves.
(aka: The Huntsman. Tamer of Beasts. Forest Lord. Master of
the Wilds. Hornblower. Also called Araw, Aldaron or Tauron.)
Keeper of the
Houses of
the Dead and summoner of the slain. He forgets nothing and knows
all things that shall be. He pronounces dooms and judgements at the
bidding of Manwë.
(aka: Master of Spirits. Keeper of the Dead. Doomsmaster.
Lord of the
Halls of Waiting.
Also called Namo.)
The Master of dreams and visions and his
gardens are the fairest of all in
Arda and many
spirits dwell there.
(aka: Dream Master, Lord of Visions, Lórien.)
Greatest in strength and deeds of prowess.
He delights in wrestling and in contests of strength. He can outrun
all things that go on feet, and he is tireless. His weapons are his
hands. He gives no heed to the past or future, is no counsellor, but
is a hardy friend.
(aka: Champion of the
Valar.)
The Queens of the
Valar
Lady of the Stars who knows all the regions
of Ea. Spirit of Light, which is her power and her joy. With
Manwë she hears more
clearly than all other ears the sounds of voices that cry from east
to west, from the hills and valleys and from the dark places that
Melkor made upon
the Earth. Eldar
give reverence to Varda
more than any other Valar.
(aka: Queen of the
Valar. Lady of the
Stars. Spirit of Light. Also called Elbereth or Elentári.)
Giver of fruits, she is the lover of all
things that grow in the earth, and all their countless forms.
(aka: Nourisher. Mistress of the Earth. Giver of Fruits. Keeper
of Plants. Also called Kementári - Queen of the Earth.)
Lady of pity and endurance in hope. She brings
strength to the spirit and turns sorrow to wisdom.
(aka: Mistress of Grief, Pity, and Suffering. The Weeper.
The Conscience.)
The Gentle and healer of hurts and weariness.
Rest is her gift.
(aka: Healer.)
Weaves all things that have been in time
in to her storied webs that cloth the Halls of
Mandos.
(aka: Weaver of Fate, wife of
Mandos.)
The ever-young. All flowers spring as she
passes and open as she glances, and all birds sing at her coming.
(aka: Mistress of Flowers and Song.)
She is lithe and fleet-footed, swift as an
arrow. In dancing she delights.
(aka: Dancer and Mistress of Youth and Celebration.)
The Lesser Powers
These are the Maiar,
they are Ainur and
therefore the same in nature as the
Valar, but they are
generally of far less native power. They are not worshiped as such,
but they are given reverence and mini-cults have grown around their
purpose, throughout the history of
Middle-earth,
within churches that are dedicated to the
Valar under which
the Maiar is attached.
Indeed all worshippers of a specific
Valar will give a
certain degree of reverence to the
Maiar who are connected
to their Lord/Lady. In The Age of
Sauron such
mini-cults are likely to be rare indeed. Worship of the
Ainur is likely to
be restricted to those about which the most is known and expected, i.e.:
the Valar themselves.
The time needed for considered deviation/devolution from the key faiths
(and the key Valar)
is not something that is available to the Free Peoples of
Middle-earth,
whose main purpose is to stay alive from day to day.
In worshipping a Maiar
the Priest has deviated from the true faith and they therefore lose
some power gained as a result of worshiping the
Valar in favour of
a more personal power, related to their
Maiar. This loss
and gain is restricted to the specific gift they are capable of due
to them as worshippers of a specific
Ainur. In all other
respect Priests of the
Maiar are the same
as the Priests of the
Valar they are linked to.
Handmaid of
Varda.
Herald and banner-bearer of
Manwë. Mightiest
in skills at arms of all in
Arda.
Master of the Seas that wash the shores of
Middle-earth.
He loves the coasts and the isles and rejoices in the winds of
Manwë. In storm he
delights and laughs amid the roaring of the waves. Sometimes he delights
in violence and at times he will rage in his wilfulness without any
command from Ulmo
his Lord. Those who dwell by the sea may love him, but they do not trust
him. He is one of the greatest of all the
Maiar.
Lady of the Seas. All creatures she loves
that live in the salt streams and all weeds that grow there. She can
lay calm upon the waves, restraining the wildness of
Ossë. She was given
equal reverence as the
Valar by the Númenóreans.
A spirit of fire and the guide for the Sun.
None of the Eldar
could look upon her so bright was her guise. She was a mighty
Maiar indeed.
The guide for the moon. A potent
Maiar in the service
of Oromë. He is lesser
than Arien.
Maker of the Horns of
Ulmo. Significant
enough to be mentioned in the first place.
The Dark Powers
Melkor was named
by Fëanor and the
Noldor as
Morgoth The Black
Enemy. He was once the mightiest of the
Aratar, and indeed
of all the Ainur
within or without
Arda, but he fell from grace and was been cast into the Void. Originally
named Melkor "He
who arises in might", he became jealous of his lord
Eru and coveted power.
He was King of Darkness and the origin of Evil - Evil incarnate. Priests
of Melkor were numerous
amongst those who served the darkness until well into the Second Age
of the Sun. But as it became clear the
Melkor would not
return for a second time, and
Sauron, his servant,
now commanded the forces of evil in
Middle-earth,
true Priests of Melkor
diminished in numbers, taking up the worship of
Sauron instead.
(aka: Bauglir 'The Constrainer', Dark Lord,
Morgoth Bauglir.)
A
Maiar of
Aulë and mighty in
the crafts is he. He was seduced by
Melkor before the
formation of Arda
and he was Melkor's
mightiest servant. Priests of
Sauron are non-existent
during the First Age of
Middle-earth,
for Morgoth simply
would not have countenanced anyone being worshipped other than himself.
Priests of Sauron
grew during the Second Age of
Middle-earth,
probably achieving an apex shortly after the forging of the One Ring,
at which point Sauron's
power of dominion of the forces of darkness was un-paralleled in the
history of Middle-earth.
(aka: Annatar, Artano, Aulendil, Gorthaur, Base Master of
Treachery, The Black Hand, The Dark Lord, The Dark Power, Lord of Barad-dûr,
Lord of Gifts, Lord of Mordor, The Lord of the Rings, The Necromancer,
The Red Eye, The Ring-maker, The Sorcerer.)
Balrogs, Spirits
of Fire corrupted to
Melkor's service before
Arda was formed.
Arien was a spirit
of fire too, and it is not mentioned whether she or a
Balrog was greater,
or whether they were equal. I can't think that they were equal, and
I would think that Arien
was a far greater and wiser fire spirit than a
Balrog. Hence her
rejection of Melkor's
seductions in certain writings. Priests of the
Valaraukar would
not, could not, exist until after the Third Age 1980, when
Durin's Bane
arose from the depths of
Khazad-dûm,
having been awakened by the Dwarves (unless your campaign has another
Balrog arising elsewhere
in Middle-earth
before this date). There would have be no worship of them during the
First Age, for the same reasons as
Sauron had no worshippers.
Balrogs were not
subject to Sauron,
although Sauron
could certainly have forced one into his service should they have ever
met. Therefore it is feasible that religious cults could have grown
around Durin's
Bane. Moria would probably have been the only place though, for
all other centres of evil would most likely have already fallen to
Sauronic influence.
In Moria, where Durin's Bane would have been strongest, a mini-cult
could certainly have flourished, but the
Balrog itself would
possibly have not noticed such protestations in its name.
(aka: Balrog,
Durin's Bane.)

Racial Influences
Race also plays an important role in how Priesthood manifests.
Worship of the
Valar
This has never been a particularly organised affair in most of the
history of Middle-earth.
Temples were built and Priesthoods were formed, but religion
never gained a foothold in the lives of the peoples of North Western
Middle-earth,
as it is suggested it did elsewhere in
Middle-earth,
or, for example, as Christianity did in the Middle Ages in Europe. The
key exception to this is where
Morgoth and
Sauron are concerned,
for they used worship of themselves as a tool to control and coerce
their subjects, much as Christianity did...in...the...Middle......Ages............hey!
The
Eldar are very informal
in their worship of their
Valar, having few,
if any, recognised Priests. There will be those who are more formally
trained, or who have actively researched/considered the specifics of
a Valar, and by doing
so have gain certain understanding of the
Valar that is greater
than is available to their fellow
Eldar. But in general
an elven Priest is a rare breed. Of course those Noldor who returned
to Middle-earth
have firsthand knowledge of the Valar, but I would suggest that a
Noldor Priest is
one of the rarest beings in
Middle-earth.
Priesthoods thrive in conditions where faith is required.
The Noldor do not
need faith in the Valar.
They KNOW the Valar
exist, they know their power and they know the
Valar are the guardians
of Arda.
Eldar Priests probably
only really exist in
Eldar societies that have degenerated a lot to a rural, rough and
rude existence, where it is probably
Oromë and possibly
Yavanna who gain
the most followers.
Dwarves
Probably the most formal and zealous in their
worship of their Valar
than any other race, where such worship is a matter of choice that is.
Priests of Aulë are
common and given much respect and authority in Dwarven society. During
The Age of Sauron
a schism has developed in Dwarven society. The Dwarves of
Ered Luin still
maintain a strong Priesthood and worship of
Aulë, however the
dwarves of the Iron
Hills have turned their backs on the
Valar, for they believe
the Valar have turned
their backs on
Middle-earth.
Men
Human worship varies greatly, more so than
any other Free People. Those mannish people of traditionally high lineage,
such as the descendents of the
Edain of the First
Age, tend to be fairly informal in their worship but still with plenty
of scope for Priesthoods and temples, such as there were in
Númenor. But some
can also be very strict and formal, particularly the
Black Númenóreans.
The more numerous and common mannish tribes who were trapped into worshipping
the Dark Lord, worship in fear. They have strong organised religion
which pervades all facets of society, and use coercion and fear to rule
and dominate the masses. These religions have great power
in these societies. Those mannish tribes who do not worship the darkness,
such as the descendents of the House of Bor of the First Age, have varying
degrees of formality to their worship, depending on their culture and
their proximity to other strongly formal religions, but in general religion
will also play a large part in their lives too, possibly as a counter-balance
to the strong religious belief of their evil cousins.
Halflings
Halfling worship is totally
informal, and is less a worship of beings such as the
Valar, of which they
have no real knowledge, and more an exercise in celebrating nature.
This can mean that 'worship' of certain things overlaps with the
jurisdiction of a certain
Ainur, but Halflings
tend to be none the wiser and even if details of the
Valar were known
to them, it probably wouldn't make any different to their everyday lives.
Faith Powers
Priestly powers are all results of sub-creation on
the part of the Priest. There is no channelling of power from
the Ainur themselves,
for the Powers would not partake in such acts. Mainly because they are
not allowed to by Eru's
edict, but also given what
Melkor did to his
own power, the channelling and lending of one's power has taken on a
Melkorian aspect to it, and ought to be avoided by the faithful. The
powers exhibited by Ainurian Priests do, nevertheless, tend to come
easier to the Priest if they are using powers that are in line with
the Valar they worship.
Faith Skill
The skill of FAITH is still an important skill for the
Middle-earth
Priest to develop, but it does not directly determine the potency of
the Priest. All Ainurian Priests develop a new Mode of magic, Ainurian
Priestly Mode and Ainurian Priestly Method. Faith
and the Ainurian Priestly Mode and Method must be developed
in conjunction if the Priest is to follow the true path. Whilst the
Priests magical Mode determines their magic Level, just like
any other mage-Priest, the Priest cannot learn spells of an MR greater
than their level in their Faith skill.
The details of the new Mode and Method skills are as
follows:
| Ainurian Priestly Mode |
| DF: 6 (Priests learn at -3 DF) |
Stats: INT + PTY |
| Ainurian Priestly Method |
| DF: 3 |
Stats: INT + PTY |
Ainurian Priests do not learn spells as a normal Priest. They still
have to learn the spells available to them when they achieve certain
levels in Faith and Magic Level, but they only get access
to specific spells as a result of the study of their religion, whether
that be the study of literature, or sudden epiphanies or enlightenment
after considerable meditation.
The Priest can acquire (through study) the spells of a specific
MR listed in the Spells section.
There is no need for the Priest to look for and find a spell book containing
the spells. The spells are acquired by the Priest as a result of their
dedication and study, and are not, necessarily, as a direct result of
studying specific tombs.
Importantly Priestly spells are not subject to Corruption
(a fundamental part of most other magic use in
Middle-earth)
that normal sub-creative magic is subject to, particularly magic that
uses the Morgothian Element, common to just about all the substances
of Arda. This
absence of Corruption is due in part to the firm conviction of
the Priest that his power is being used for the purpose of furthering
their Ainurian Lords desires and because all the power comes from within
the Priest and has no need for any support from other sources of magic,
such as materials which are probably infused with the Morgothian
Element.
Whilst a Priest's pure faith is the source of their uncorrupted power,
it IS still magic, and can therefore be noticed by others
skilled in, or attuned to, the magical arts, and may attract undue and
unwanted attention. Also the Priest's faith, although being their greatest
strength, is also a great weakness, for it determines what they
cannot do as well as what they can do.
Priestly powers are far more static than standard mage powers. Whereas
a mage can acquire new spells as they find them, given time to study,
a Priest's ability to acquire new spells is necessarily restricted (as
detailed above, re: Faith, Magic Level and MR),
in no small way due to the psychology of the Priest worshiping a specific
Ainur. New powers
are attained by the Priest as they gain higher levels in their Faith
and Priestly Mode. Higher levels in these represents new
enlightenment in the path of their choosing and opens up new powers
to them.
The dark powers are another thing entirely. Indeed
Morgoth's dissemination
of his essence into the fabric of
Arda (the
Morgothian Element) allows his Priests to draw power from it directly,
so they sub-create themselves and also access the power of their
dark master. Sauron,
through the Rings of Power, is able to allow his servants to channel
a certain amount of power from him for their desired miracles, even
if they could only channel a small amount, but they sacrifice their
wills at the same time. These are the only exceptions to the ban on
channelling an Ainur's
power. But then the bad boys always get it easier. Comes from selling
your soul!
Dark Priests still advance as any Ainurian Priest, but the repertoire
of magic they have access to is greater than a standard Ainurian Priest.
Priestly Core Spells
There are a core group of spells that all Priests, regardless of
the Ainur they worship,
are capable of, some of which mirror some Miracles already
in the standard C&S rules. These are:
Celebration of Feast and Holy Days
Effect: There are no specific benefits to this celebration
other than a general feel good factor. However failure to observe
these specific and significant days of celebration can have
a small detrimental effect due to psychological regret. This
regret is greater the higher the piety of the worshiper (this
is not restricted to just Priests). For every 3 points of Piety
over 11 a worshiper will suffer -1% to all actions not involved
in the worship of their
Ainur until
they confess their failings and can enact some penance. This
could be as simple as receiving a blessing and then doing a
deed considered good by the Priest they are confessing to. No
bonuses will be gain from this blessing or any subsequent blessing
until the act of penance has been completed, however any negative
will be wiped out for the time being. These Celebrations should
not be viewed as onerous by the worshiper. They are an integral
part of the lives of a worshiper and should be acts of enjoyment.
There may only be one or two of these days in a year, so the
detrimental effect of missing them could remain small for a
long time. But then how many times have you just made that D%
roll by 1% and how frustrating would it be to start to miss
it by 1%! |
MR |
- |
| Casting Time |
Variable, from a short prayer before a meal
to celebrations that can last for hours, even days in some cultures. |
| Duration |
- |
| Range |
Varies. From Voice to a lengthy period of celebration
that could involve visiting several individuals or families
in a single day, or simply have a huge celebration with a group
of people. |
| Cost |
- |
Prayer of Giving Thanks
Effect: A simple prayer that is uplifting for those who
are present. All those who are present at the time will feel
spiritually better and uplifted for having given thanks. The
worshippers all gain a +1% benefit per 5 FULL Piety points to
all actions. And other effects that give bonuses to actions
replace this prayer, for this prayer is very low powered. |
MR |
1 |
| Casting Time |
1 round |
| Duration |
2 hours |
| Range |
Voice |
| Cost |
-1 FP from Priest |
Prayer for Guidance
Effect: As the standard prayer of the same name. The
Valar do
not directly intervene or 'talk' to their Priests, but they
do give feelings and indirect guidance. To this end the
Middle-earth
version of this miracle is probably not as directly effective
as the standard miracle. |
MR |
1 |
| Casting Time |
1 round |
| Duration |
- |
| Range |
Self |
| Cost |
-1 FP from Priest |
Prayer for Resilience and Fortitude
Effect: The prayer has the effect of strengthening a
worshiper's mental resilience and fortitude (stamina) against
the influences of any who seek to turn them from the course
laid out by their worship of their particular
Ainur. The
recipient gains +1% per point of Piety over 5 to all roles that
involved in resisting any effect that seeks to coerce the worshiper
away from his true path. |
MR |
1 |
| Casting Time |
1 round of concentration |
| Duration |
1 hour per 3 Piety of beneficiary |
| Range |
Self or touch |
| Cost |
-3 FP from Priest |
Celebration of Union (Marriage)
Effect: Fundamentally the same as the Sacrament of
Matrimony from C&S. |
MR |
- |
| Casting Time |
30 min to 2 hours |
| Duration |
Permanent in most cultures, particularly
Eldar |
| Range |
- |
| Cost |
- |
Blessing of the
Valar
Effect: As the standard C&S miracle Blessing. |
MR |
1 |
| Casting Time |
Variable, but at least 1 round |
| Duration |
1 hour per 5 Piety |
| Range |
- |
| Cost |
-1 FP from Priest |
The Blessings of <Named
Valar>
These are blessings that effect worshippers
of a specific Valar.
If this blessing is attempted on anyone other than a worshiper of the
specified Valar then
the effects are as Blessing of the
Valar only.
The Blessing of
Manwë - Gift
of Authority
Effect: This gift gives the recipient +2% per point of
Piety they possess over 5 to all actions involving the
commanding of others. This includes all Charismatic
Skills plus Courtly Love and Courtly Manners. Any spells of
Command also gain a +25% to target and are cast as though the
Priest is 2 ML's higher. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 minute per point of recipients Piety |
| Range |
Voice |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Ulmo - Gift
of Water
Effect: This gift can have a number of effects, subject
to GM approval at the time of the blessing. This could include
beginning a new stream, to the blessing a volume of water which
could sustain the drinkers of the water without the need for
food, for up to 1 week per 2 Piety points of the Priest. Each
blessing enhances enough water to sustain 1 person per 5 full
points of Piety of the Priest. The volume of water equates to
a pint per day per person. After this period the recipient would
have to take food as normal or rapidly deteriorate as though
they had been 3 weeks without food, i.e.: suffer huge weight
loss and loss of muscle mass, etc. over the course of a day
or two. This blessing can only be enacted once a month by the
Priest. |
MR |
- |
| Casting Time |
1 hour |
| Duration |
1 week per 2 Piety of Priest |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Aulë - Gift
of Earth
Effect: This gift can have a number of effects, subject
to GM approval at the time of the blessing. It can be used to
harden, or soften naturally occurring inanimate (and non-living)
materials. Hardening is more difficult and less successful.
In game terms this hardening can have the effect of increasing
the hardness of armour to increase its absorption amount by
25% (min 1, round down at all times). However in terms of softening
it can reduced any armour by one point of absorption per 4 Piety
possessed by the Priest (leather was once living and cannot
therefore be effected by this miracle). This gift can also be
used to cure or create imperfections in natural inanimate (non-living)
materials. In this manner, slightly flawed gems can be made
perfect, or a perfectly made steel blade could be flawed so
that it would break upon its first use. This gift lasts a number
of rounds equal to the Priests Piety score. As it requires touch
and a full round to complete, it is difficult to see it as a
combat useful effect, unless one is wrestling with one's opponent. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 hour per 5 points of Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Oromë - Gift
of the Wild
Effect: This gift allows the benefactor to gain any outdoor
skill or animal language at a level equal to half their Piety
(rounded down, DF and stat bonus are calculated as normal).
A recipient of this Gift may only benefit from one blessing
at a time. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 hour per 5 point of recipient's Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Mandos -
Gift of Foresight
Effect: The recipient gains the special ability Premonition
and the skills Read Character and Detect Lie at a level equal
to the Priests Piety (DF's and stat bonuses are worked out as
normal). |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 minute per point of recipient's Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Varda - Gift
of Light
Effect: The Priest can cast any spell from Basic magic
Fire lists with an MR up to one quarter of his Piety (round
down). |
MR |
- |
| Casting Time |
1 round |
| Duration |
Depends on spell replicated |
| Range |
Depends on spell replicated |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Yavanna
- Gift of the Living
Effect: This gift allows the Priest to heal damage to
any living thing (animal or plant). The Priest can heal an animal's
Fatigue and/or Body by a total amount equal to his Piety score,
plus the critical die multiplied by 2, or he can heal any amount
of damage to a plant based organism. The affects of such healing
is restricted when used on
Eldar and
other humanoid beings. Its potency is reduced by half. It does
not work at all on Dwarves. A single living thing can only benefit
from such healing once a month. |
MR |
- |
| Casting Time |
1 round |
| Duration |
12 min less 1 min per 2 Piety of Priest |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Nienna -
Gift of Conscience
Effect: This gift bestows a bonus to all the recipients'
actions so long as they are acting in line with what is understood
to be good actions (as understood by the
Valar). Whilst
under the effect of this gift the recipient can still commit
acts that do not confirm with this, but they will not benefit
from the bonus. If any evil act is committed they will instantly
lose the benefits gained and never be able to benefit from this
gift again in their lifetime. The bonus given are +2% per 2
points of Piety of the casting Priest. |
MR |
- |
| Casting Time |
5 minutes in the form of an uplifting speech |
| Duration |
1 hour per 3 Piety of recipient |
| Range |
Voice |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Irmo - Gift
of Dreams
Effect: As the miracle, Visions. |
MR |
- |
| Casting Time |
As visions |
| Duration |
As visions |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Tulkas -
Gift of Strength
Effect: As Strength of the Holy and Smite the
Godless combined. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per 5 Piety of Priest |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Estë - Gift
of Rest
Effect: This gift speeds up all forms of time based healing,
which primarily means Fatigue and Body recovery. Whether Fatigue
or Body is to benefit from this gift must be determined when
it is cast. For every 5 points of Piety possessed by the Priest
the recipient healing rate increases by one factor. For example,
a Priest with 15 to 19 Piety can increase the healing rate of
the recipient by a factor of three. |
MR |
- |
| Casting Time |
1 hour |
| Duration |
Fatigue: 1 hour per 5 Piety of
recipient
Body: 1 day per 5 Piety of recipient |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Vairë - Gift
of Dreams
Effect: As the miracle Visions |
MR |
- |
| Casting Time |
As the miracle Visions |
| Duration |
As the miracle Visions |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Vána - Gift
of Youth
Effect: This gift gives the Priest the benefit of retaining
their youth long beyond the natural process of aging would have
laid the low. The recipient will live free from the effects
of aging until the last 2 years of their life. When they enter
this period they will know their death is certain within 2 years,
and they will begin to age quickly, starting within 6 months,
to assume their true physical age. They also gain a +10% lifelong
resistance to all poisons, and a +50% lifelong resistance to
all disease. |
MR |
- |
| Casting Time |
1 year's devotion to study and meditation of
Vána, praying
several times a day, studying sacred texts etc. |
| Duration |
A lifetime |
| Range |
Touch |
| Cost |
10FP. This Fatigue is permanently sacrificed
until the devotion is complete or abandoned |
The Blessing of
Nessa - Gift
of Speed
Effect: The recipient gains a number of action points
per combat round equal their Piety score for the purpose of
movement only. The rate at which they can run is also increase
by an additional 5 feet per action point. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per 2 Piety of the recipient |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Melkor -
Gift of Power Effect
Effect:
Melkor was
the greatest of all the
Ainur, and
had knowledge of all things. His Priests are not necessarily
the greatest Priests in
Middle-earth,
but their gift follows the power of their Lord. However
Melkor was
also a nihilist and nothing a Melkorian Priest gains comes without
cost. The recipient of the gift gains any one of the following
benefits, but may only benefit from each effect a certain number
of times in their lifetime:
- +2 to any stat - fives times (stat cannot be duplicated)
- +25% to any skill - fives times (skill cannot be duplicated)
- Doubles Fatigue recover rates - one time
- +10 Fatigue Points - two times
- Doubles Body recover rates - one time
- +10 Body Points - two times
- +25% on all spell targeting - one time
- Improve magic Level for casting spells by 25% - one
time
Other effects are possible, which is basically up to the GM,
but nothing too silly (if the ones above are not already too
silly). This gift cannot be cast on any other than worshippers
of Melkor/Morgoth.
So a non-worshiper does not gain a Blessings of the
Valar. Simply
nothing happens. |
MR |
- |
| Casting Time |
1 hour per point of Piety of recipient. The
greater the benefit, the longer it takes |
| Duration |
Determined by the Piety of the recipient:
- Piety 2-10 1 round per point of Piety
- Piety 11-15 1 minute per point of Piety
- Piety 16-19 1 hour per point of Piety
- Piety 20+ Permanent
|
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |

The Blessings of <Named
Maiar>
These are blessing that only affect the Priests
of a specific Maiar.
Worshipping a Maiar
is simply not as effective for your fellow man as worshipping a
Valar.
The Blessing of
Ilmarë -
Gift of Alkar
Effect: The Priest appears to be more powerful than they
would otherwise appear to be. A bit like the effect that 'those
who have dwelled over the sea' (e.g.: Glorfindel) can turn
on at need. Beings wishing to do harm, verbal or physical, to
the Priest must make a willpower check to do so, minus the Priests
Ainurian Priestly Mode PSF%. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per point of Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Eönwë - Gift
of Arms
Effect: The Priest gains a +25% to hit and +2 Crit Die
bonus with a chosen weapon (determined at the time of the casting)
for the rest of the combat. The Priest can only benefit from
this gift once during a combat. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per 2 points of Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Ossë - Gift
of Rage
Effect: The Priest is effect by the Berserk Rage spell.
However the Priest remains compos mentis enough to know friend
from foe, no matter how mad they get. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per 2 points of Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Uinen - Gift
of Calm
Effect: The Priest gains a +35% bonus to all Willpower
checks |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per point of Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Arien - Gift
of Fire
Effect: The Priest can cast a midday sunlight bright
Light spell located anywhere within 10 feet per point of Piety,
with a radius of 5 feet per point of Piety. Any agent of darkness
within this radius gains a -2% per point of the Priests Piety
to ALL actions until they leave the radius. They must all make
a willpower check (minus the Priests Faith PSF%) or flee from
the circle immediately. Any agent of darkness seeking to cross
the boundary must make a willpower check (minus the Priests
Faith PSF%), and even then they are still subject to the minus
for being inside the radius, but they do not have to make another
willpower check or flee. The effect against any being already
fearful of daylight, i.e. Orcs but not Uruk-Hai, is doubled
in all metrics. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per 2 points of Piety |
| Range |
Centred 10 feet per point of Piety |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Tilion -
Gift of the Hunter
Effect: The Priest gains a +50% bonus to all Outdoor
Skills involved in tracking, snaring or finding water and food.
The Priest also gains the benefit of the spell Night-vision.
The recipient can only benefit from one of these blessings at
a time. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per point of Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Salmar -
Gift of the Horn
Effect: The Priest can blow a note on a horn that echoes
the potency and power of the horns of
Ulmo, crafted
by Salmar.
All agents of evil hearing it must make a willpower check (minus
the Priest's Ainurian Priestly Mode PSF%) or flee the scene
by the speediest manner possible. Any agent of evil caught within
10% of the maximum range for the Priest must make a Stamina
Check (minus the Priests Faith PSF%), or be knocked to the ground,
which if unsuccessful, must make a second stamina check (minus
the Priests Ainurian Priestly Mode PSF%) or be knocked out for
a number of minutes equal to the Priests Piety. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per 2 points of Piety |
| Range |
Touch - can be heard for 25 feet per point
of the Priest's Piety |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
Sauron -
Gift of Dominion
Effect: All persuasion and influencing skills gain a
+25% bonus. Any spells of Command or Summoning cast by the Priest
gain, where applicable, a +10% bonus to target, are increased
in duration by 25% and cost 1FP less (min 1FP). |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per 2 points of Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
The Blessing of
The Valaraukar
- Gift of Fire
Effect: The priest can temporarily immolate. This has
the effect of burning anything attached to the priest (yes,
the priest will end up naked). Anyone touching the priest will
suffer 2d10 per combat round fire damage for as long as they
maintain their hold, or indeed, so long as the priest maintains
his hold on them. When immolated the priest is immune to damage
from natural fire and takes quarter damage from magic fire.
Combustible materials will catch alight if they come into contact
with the priest while immolated. By expending a further 2FP
per round the priest can extend this effect to any weapon they
hold (a wooden staff will alight naturally and be ruined) in
which case the weapon will do an additional 1d10 fire damage
each time it critically hits (NO roll up on 10's for
this extra fire damage). Any easily combustible materials struck
by such a weapon (critical hit or not) have a 25% chance of
catching fire. |
MR |
- |
| Casting Time |
1 round |
| Duration |
1 round per 2 points of Piety |
| Range |
Touch |
| Cost |
Crit Die result from prayer cost table |
