With the unfortunate and untimely loss of Folcwain, I feel completed to begin another Rohirric Total Immersion story swiftly. This is due mainly for my desire to reach The Mark with at least one character and I hope that to be a Man of Rohan before all others.
When Folcwain perished, I sat down and began to construct a new story idea. Naturally the new story plot had to differ greatly both in character and reason than the first. The concept for Frecwain’s Folly came from an old paper and pen short adventure for the Decipher rpg game, LORD OF THE RINGS. To ensure the new Rohirric story was different, I designed Frecwain in a completely different light than Folcwain.
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:
Dawn
Morning
Noon
Afternoon
Dusk
Gloaming
Evening
Midnight
Late Watches
Foredawn
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 - Frecwain, the story character, is a skilled hunter by trade so gathering food in the wilds is perfectly acceptable.
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. Frecwain cannot be defeated by any means during the story - should this occur, he will be considered truly dead. For all of my stories in the past, the character begins at 6-7th level right after the Intro. Frecwain begins at level 7 and I will post Survivor titles as he gains them up to 20th level.
6. Arms and Armour: Frecwain 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.
SPECIAL RULES FOR THE STORY
A New Program: The over-arching story plot will be for Frecwain to become a true warrior and hero, thus to win the respect of Brytta and the hand of his daughter, Hild. This will require the matching and defeating of a single powerful Signature mob before he can at last turn onto the long road homewards. The new program will facilitate this while in the game.
At first, Frecwain will only accept quests involving the defeat of beasts and animals, so no Orcs, goblins, trolls, giant spiders, etc. When Frecwain is faced with the possibility of tackling a quest involving anything other than normal beasts, the program will be used.
The chance of being able to accept a quest will be at first small. Each region in the game will have a separate program; the chance of Frecwain gaining a quest such as to hunt down Orcs will represent his growth as a hunter and as a warrior; at first he will be wary and incapable of taking on such quests as he still believes his skills are still no match for such foes.
The chance will slightly increase the more quests he has completed, of his Reputation rank within the region, and a small increase should the NPC giving the quest be rude, mocking or otherwise derisive to Frecwain when offering the quest.
For each region in the game, there are separate programs to be used. These include only the Signature mobs within each region. These programs work in a similar fashion as the ones above, but with an even smaller chance of being able to accept the quest (the chance for each region begins at a 5% chance at first). Frecwain will have to do a great deal of hard work to be able to accept even a single quest within a region involving a Signature mob. So it is likely that a region may even give him the opportunity at all.
THE LANGUAGE OF THE EORLINGAS
In developing the language of the Riders of Rohan, Tolkien used the tongue of the Anglo-Saxons and anglicized the words. For instance, the word, Éored, comes from the Old English éoh meaning "horse" and rád meaning "riding."
Other words or phrases like, ‘Westu Theoden hal’ was derived from the Anglo-Saxon word, wes þu being westu, which meant “be thou” and h?l meaning hal - healthy or hale.
Tolkien never fully developed the language as he did with the Elvish dialects; the novels are left with a scattering of place-names, person-names and a few odd assortment of others. However, I thought it would enrich his story if I expanded the language. I found a very good Old English dictionary to expand the tongue of the Eorlingas for the story. What follows is a concise dictionary to make reading the story more easy and understandable. Those words or phrases marked with an asterisk (*) denotes words that I have developed; otherwise they are the creation of Tolkien himself. The list of words begins short, but will be expanded as the story grows and the need for others comes into use.
Eorlingas - a name taken by the Men of Rohan in their own tongue
Éomer - from eoh, "warhorse" and mere, "famous"
Eostre - from awes, "to shine", the Anglo-saxon root word for the Spring Equinox
Ferthu hal - go thou healthy or hale
Folcwain* - wagon-people or person
Gúdhafoc - war hawk
Hafred* - hawk-riders, consisting of ten men, scouts and hunters, commanded by a Héafod -from the word hafoc meaning hawk and éoh meaning horse
Hálasfal* - prized grey, from the words háls meaning prized and fealu meaning dun-colored or grey
Héafod* - chief or leader of a hafred, from the word héafdes
Holbytla (pl. holbytlan) - hole dweller, ahobbit
Holwine - loyal-friend
Láthnéat* – from láð meaning hateful or loathsome and níeten for beast
Riddermark - the name of Rohan in the tongue of the folk there, also called simply The Mark
Seolforo- from eoh "horse" and seolfor "silver"
Snowbourn - the settlement in East Rohan or the river
Théoden - from þ?oden, "chief" or "lord"
Westu hal - be thou healthy or hale