This section covers some details on how RP (roleplay) and TP (tinyplots) are run in the Lórien culture. Also, some information on in-game travel and the combat system damage is listed here.

RP (Roleplay) | TP (Tinyplot) | IC Distances | IC Travel Times | Combat System Damage

RP

Taken from +EHELP RP

Both new and old players can be overwhelmed with the options for role-play in an environment such as Elendor. Unlike a MUD where everyone has a clear objective, a MUSH is open-ended, with nothing set except the storyline as background. Upon that background, it's our task, as players, to contribute some scenery, some depth in the form of RP events. Some of those events stretch into multi-day things which require some OOC coordination: we call those events TinyPlots, or TPs.

A question that often comes up, then, is "Who starts these TPs?". In a way, this question is just an extension of "Who starts the RP?". And that's really the most important question you can ask about role-playing on Elendor! Let me be perfectly clear with my opinion on this one: YOU DO. Anyone can connect to Elendor, ask on >Lorien< "Is there any RP?", and and get involved when someone answers. That's all well and good. But what can make Lorien GREAT is if *you* are the player to go IC first, get together with another IC person, and start something.

Please try to not let any initial perception of "complexity" around here dissuade you from contributing. There are many policies and ways of doing things, sure, but NOTHING is more important than RP creation. If you have an idea, an inkling, or the germ of inspiration, talk to an LA, or +mail us, or do whatever it takes to bring it to our attention. I assure you of nothing but a lot of support. Remember: Iluvatar smiles upon the well-intended RPer!

A Guide to RP

Taken from +EHELP RP GUIDE

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TP

Taken from +EHELP TP.

Tiny Plots (TPs) are preplanned events of varying sizes intended to build or create role-playing or to achieve a specific goal. While the events are planned, the outcomes are based on the Role Play that take place within the events. These are events that require coordination and planning that is greater than normal spontaneous role-playing. TPs can be planned by all players in all guilds, and can involve any number of personal characters or culture wide objectives. The following will help you in planning and submitting a TP:

The Start: All TPs start with an idea. This idea can be to create fun IC activity or to achieve a specific goal for either a player or the culture as a whole. This idea can be a tournament, festival, a trip outside the culture, or something that occurs inside the culture.

Getting It Together/Planning: Now that you have an idea, look though associated help files, talk to the +ruler, local admins, or senior players, to see if this idea fits in with the general theme of the culture or if something similar has occurred before. This is a chance to brainstorm and develop the idea into a more solid concept of who, what, why, and where, when, how, of the idea.

Addressing Issues: At this point, your plan is going to be relatively developed into a solid idea and you should have input from experienced players. You'll know if there are any potential problems that need to be considered or asked about when you submit your plan for approval. Research and prepare responses or solutions to any potential problems.

Prepare and submit your plan: Provide a TP proposal containing the elements listed below and submit it to your +ruler and LAs:

  1. Is there a background related to the TP that would explain the goal or plan that you are trying to achieve?
  2. What is the goal of the TP (Note that this may or may not come to pass, depending on the RP — TPs are not scripted!)
  3. What cultures and players (estimate) are expected to participate in the TP?
  4. Where will the TP take place? If the TP will happen outside the culture, list your points/locations of contact, or identify that you'll need help finding an appropriate point of contact.
  5. When will the TP take place? Is this to be a flash-back (FB), a flash-forward (FF), or will it be in the current timeframe? Normally this is listed in a time schedule or an itinerary of the TP.
  6. Identify if you'll need any assistance. Provide details.

Note: Not all TPs are approved, and the OOC administrators within the culture evaluate each plan for acceptability in terms of theme, realism, and achievability. Sometimes they will try to work with you and offer suggestions to adapt your plan to better suit the needs of the culture. If your TP is not approved, don't take it personally. All ideas are good ideas, but the overall needs and future plans of the culture need to be considered each time a TP is considered.

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IC Distances

Taken from +EHELP INFO DISTANCES and +EHELP THEME GEOGRAPHY2.

Approximate walking distances from the northern (except where noted) edge of the Lorien forest:

Moria (Dimrill Gate)    35 miles   Distance from NW edge of Lorien forest.
N. Edge of Fangorn      65 miles   Distance from S edge of Lorien forest.
Gladden River          130 miles
Old Ford               240 miles
The Carrock            265 miles
Beorn's House          275 miles
E. End of High Pass    245 miles   The High Pass is approximately 40 miles
W. End of High Pass    285 miles   of mountainous terrain.
Imladris               330 miles
W. Edge of Mirkwood
 (at Old Forest Rd.)   265 miles
Dol Guldur            510+ miles   Route along W. edge of Mirkwood: 510 miles.
Amon Thranduil        400+ miles   Winding route; very rough estimate.

Under ideal conditions, expect about 25-45 miles per IC day. Elves can travel day and night without rest, but would stop to eat and sing when possible. Rough terrain can slow travel (though not nearly as much as for humans), as can a large party, injuries, and heavy burdens. Horsed travel, very rare among Galadhrim, is faster for short distances (perhaps 55+ miles per IC day), but slower in the long-term as horses need to stop and sleep.


Approximate walking distances from the Gates of Caras Galadhon:

Location                                Distance       Room Name

Confluence of Celebrant and Anduin      9 miles        Long Lawn
Cerin Amroth                            15 miles       Cerin Amroth
West End of Northern Border             47 miles       Northern Fences
Celebrant River Crossing                55 miles       Riverside, Naith of
                                                        Lorien
Confluence of Celebrant and Nimrodel    60 miles       Bridge of Nimrodel
Center of Southern Forest Border        105 miles*     Riverside Pathway
                                                        along the Celebrant

*Assumes travel from the Celebrant crossing at the Riverside. Distance decreases drastically if overhead talan/rope system is used.


Other Approximate Distances:

Diameter of CG (excluding fosse)             3250 feet
Length of White Road around CG               2+ miles
North/South distance across Lorien forest    45 miles    (at widest point)
East/West distance across Lorien forest      75 miles    (at widest point)
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IC Travel Times

Taken from +EHELP TRAVEL TIMES

Galadhrim primarily travel on foot. Please take these travel speeds into account when planning trips, and remember that three IC days correspond to one real-time day. Please also remember travel times when going throughout Lórien.

                            MAXIMUM TRAVEL SPEEDS                             
     SPECIES               Miles per day       SPECIES             Miles per day
     Elf on foot                               Hobbit on foot
Rested, unburdened             45         In a serious hurry           30*
In a group, traveling light    35-40      Errands, supper waiting      10-20
Burdened, large group          25-35      Normal business              5-10
March, with armor              15-25      Above with pub in the way    2-3
     Elf, mounted                              Khazad on foot***
Fresh mount, unburdened        60*-120**  Pressing or dire need        30-40
Laden, winded mount            40-80*     Burdened alone               20-30
Large company or weary mount   25-50      Group, forced march          20-30
     Man on foot                               Vehicles
Rested, unburdened             35-40      Pony, light rider            30-45
In a group, traveling light    25-35      Pony trap                    25-35
Burdened, large group          20         Horse trap, carriage         30-40
March, with armor              10-20      Wagon, light wain (team)     15-25
     Man, mounted                         Heavy wain, horse or mule    5-15****
Fresh mount, unburdened        40-80*     Heavy wain, oxen             5
Laden, winded mount            35-50      Siege engine                 1-5
Large company or weary mount   20-35      
Young Hobbit. Can smell fried mushrooms and fresh blackberry pie       >75 MPH

*Extreme effort. **Extraodrinary circumstances.
***Khazad do not suffer undue penalty from exhaustion or large groups.
****Cannot maintain speed. 1 day only at maximum
Dunedain fit under the classification of Elf in this table.

Credits: Arhuine

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Combat System Damage

Taken from +EHELP INFO DAMAGE

The following chart provides guidelines for RPing the results of individual CS attacks inflicted on a non-feature elven character. Please first note the following:

  1. The following HP loss values do NOT reflect cumulative battle damage! The purpose of this chart is to help you react to each individual blow.
  2. Elves heal "rapidly and completely" from wounds that would kill a human, though cannot regenerate severed body parts. If your elf receives an injury that would require four weeks to heal in real life, she or he might recover in as swiftly as two IC weeks, providing his HP is back to its maximum by that time. It's NOT acceptable for him to recover from the same wound in two IC days, even if autoheal (see HELP HEALING) has already restored him to full HP. Even elves can't heal broken bones overnight!
  3. These are guidelines, not hard and fast rules: exceptions may arise, especially in terms of wound type. A 20 HP club hit creates a different kind of wound than a 20 HP arrow hit, though the wounds are of the same severity.

If you've got any questions as to what is or is not an appropriate way to RP your injuries, contact an LA.

HP Lost from a Single Attack Damage Guidelines
1-6 HP A minor cut, a glancing blow. Any HP loss is a wound, but this one's not bad.
6-10 HP A moderate wound. Nothing that would keep you from fighting back, though your wound would be large enough to cause noticable pain and be immediately obvious to others.
10-15 HP A large wound — about seven or eight hits like this would kill you outright. The wound hurts a lot, and really should be looked at by a healer ASAP. Fighting back, while very possible, begins to become more difficult.
15-20 HP A very significant, lasting wound that requires medical attention. You can still fight back, though the degree of pain and injury will surely hinder your abilities.
20-25 HP A very damaging hit. If the hit is absorbed by a single part of your body, consider the possibility of broken bones. You may be knocked down, and might require a large amount of time to recover from the blow before attacking again (you may need to PASS on your next turn).
25-30 HP A debilitating hit. In almost any situation, this would knock you down and break bones. You will almost certainly need to PASS on your next turn, and might not be in good enough shape to continue fighting afterwards. At least partial loss of consciousness is likely.
30-36 HP Almost certain unconsciousness. It would be extremely unusual if you were able to fight back. Broken bones, possibly crushed bones. A severed extremity is possible as well depending on where and how the blow is absorbed. PASS!
36-40 HP A crushing, life-threatening blow. Complete unconsciousness for a few rounds at least; no hope of rejoining the battle. If this hits a single bodypart, that part would be rendered completely useless (shattered, crushed, or severed).
40-45 HP An utterly devastating blow; the hardest a non-feature elf can be hit via the CS. You are quite literally half-dead as a result of this single attack. While you may survive, it should come as an IC shock to everyone that you do.
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