Tropedia

  • Before making a single edit, Tropedia EXPECTS our site policy and manual of style to be followed. Failure to do so may result in deletion of contributions and blocks of users who refuse to learn to do so. Our policies can be reviewed here.
  • All images MUST now have proper attribution, those who neglect to assign at least the "fair use" licensing to an image may have it deleted. All new pages should use the preloadable templates feature on the edit page to add the appropriate basic page markup. Pages that don't do this will be subject to deletion, with or without explanation.
  • All new trope pages will be made with the "Trope Workshop" found on the "Troper Tools" menu and worked on until they have at least three examples. The Trope workshop specific templates can then be removed and it will be regarded as a regular trope page after being moved to the Main namespace. THIS SHOULD BE WORKING NOW, REPORT ANY ISSUES TO Janna2000, SelfCloak or RRabbit42. DON'T MAKE PAGES MANUALLY UNLESS A TEMPLATE IS BROKEN, AND REPORT IT THAT IS THE CASE. PAGES WILL BE DELETED OTHERWISE IF THEY ARE MISSING BASIC MARKUP.

READ MORE

Tropedia
Advertisement
Farm-Fresh balanceYMMVTransmit blueRadarWikEd fancyquotesQuotes • (Emoticon happyFunnyHeartHeartwarmingSilk award star gold 3Awesome) • RefridgeratorFridgeGroupCharactersScript editFanfic RecsSkull0Nightmare FuelRsz 1rsz 2rsz 1shout-out iconShout OutMagnifierPlotGota iconoTear JerkerBug-silkHeadscratchersHelpTriviaWMGFilmRoll-smallRecapRainbowHo YayPhoto linkImage LinksNyan-Cat-OriginalMemesHaiku-wide-iconHaikuLaconicLibrary science symbol SourceSetting

Licensed from the Tolkien Estate, Middle-earth Role Playing (or just MERP) was a Role Playing Game published by Iron Crown Enterprises from 1982 to 1996 using a streamlined version of the Role Master game rules.

Set in the world of The Silmarillion, The Hobbit, and The Lord of the Rings, MERP allowed players to run campaigns in any era of Middle-earth's history--though the default era was the year 1640 of the Third Age, approximately a millennium and a half before the War of the Ring in a time when Sauron is only just starting to rebuild his power. The southern kingdom of Gondor is recovering from civil war, while the northern kingdom of Arnor is under seige from the Witch-King of Angmar. The Great Plague has just ended, drastically reducing the population in northwestern Middle-earth but opening up new opportunities for the survivors. Sauron remains in hiding, but his servants, the Nazgûl, gather forces under his banner. The lands are less settled but also more free, and Elves, Men, Dwarves, and even Hobbits might find adventure.

Because its setting was relatively little-detailed by Tolkien, MERP was allowed a great deal of creative freedom and developed its own mythos derivative but distinct from Tolkien's, with a close attention to the languages and cultures of Middle-earth. The game had a thriving fan community rallied around the fanzine Other Hands, which ceased publication in 2001. Other Hands was succeeded by an extensive fan module project and the current webzine, Other Minds.


Middle-earth Role Playing provides examples of the following tropes:

  • Adaptation Expansion: And how. MERP just about doubled the information available on Middle-earth from what Tolkien provided, and that's no mean feat. For example, they provided unique and fleshed-out cultures for the "enemy" Men such as the Easterlings and Southrons.
  • All There in the Manual: Information on the names on an early map was found only in an unpublished gazetteer, which thankfully can be found in several places online.
  • Animal Motifs: Seven of the nine Nazgûl have a helm based on some sort of animal (Akhôrahil and Ren do not). Khamûl's is dragon, Dwar's is a war-dog, Indûr Dawndeath's is an elephant (or more precisely, a Mûmak), Hoarmûrath's is a polar bear, Adûnaphel's is a falcon, and Ûvatha's is a bat. The Witch-king has a helm in the shape of an octopus because the artist mistook the Dragon-helm of Dor-lómin on the cover of Unfinished Talesof Numenor and Middleearth for the crown of Númenor, which she assumed was a cephalopod (Númenor being a seafaring civilization; in fact, the crown of Númenor was a simple winged helm).
  • Big Bad: Sauron, naturally--though in the canon setting of T.A. 1640 he's in hiding and is The Man Behind the Man for his Dragon, the Witch-king of Angmar.
  • Early Installment Weirdness: One of the first adventure modules, The Court of Ardor, centered on a cult of Morgoth-worshiping dark elves in the far south of Middle-earth. This was ignored by later products.
  • Fantasy Counterpart Culture: MERP's take on the Easterlings was very strongly based on Mongol horsemen. (Ignoring the fact that Tolkien explicitly notes they used horses mainly for pulling wagons and chariots and rarely fielded cavalry.)
  • Half-Human Hybrid: In addition to Tolkien's half-elves and half-orcs, MERP introduced the Umli, a race descended from the union of Men and Dwarves, who live in the Northern Waste.
  • Hobbits: Naturally. They're a bit less soft and complacent than they are in The Lord of the Rings, though--the Shire has only been settled for about 40 years, and a lot of Hobbit clans are still wandering in the Wild.
  • Lady of War: Adûnaphel, the only female Ringwraith.
  • Quirky Miniboss Squad: The nine Ringwraiths, each of whom was given a distinct backstory and personality.
Advertisement