miércoles, 23 de septiembre de 2009

Warcraft RPG - WoWWiki

Fuente:

http://www.wowwiki.com/Warcraft_RPG

Información:

Warcraft RPG

From WoWWiki

The Warcraft RPG may refer to both the game series Warcraft: The Roleplaying Game and its successor game series World of Warcraft: The Roleplaying Game. Even though World of Warcraft: The Roleplaying Game replaced the previous series, both games are still referred to as the Warcraft RPG by many for simplicity's sake. World of Warcraft: The Roleplaying Game is also at times referred to as either the World of Warcraft RPG or WoW RPG.[1] Both series are d20-based pen-and-paper RPGs from White Wolf Publishing released under their Sword & Sorcery imprint.

Note: Sourcebooks created for the "Dungeons & Dragons® Warcraft® the Roleplaying Game are listed under the "Warcraft: The Roleplaying Game" on the front covers, but listed as being part of the "Dungeons & Dragons® Warcraft® the Roleplaying Game" on the back covers.

In 2005, White Wolf updated the rules from the previous game giving the new series the name World of Warcraft: The Roleplaying Game. This was done in order to tie in with the success of the World of Warcraft MMORPG and to use the Open Gaming License.[2] A conversion document was released seperately explaining how to convert material from the previous game into the new system. The document also notes incompatible material that was replaced or eliminated in the new system.

Contents

[show]

edit Books

The book cover for Warcraft: The Roleplaying Game.
The book cover for World of Warcraft: The Roleplaying Game.

The following sortable table has a default order based on the order the books were published.

For the chronological order of where the books fit in the game world timeline, see Timeline (RPG Books Chronology).

TITLE ↓ Date ↓ SKU ↓ ISBN • External links ↓
Warcraft: The Roleplaying Game 2003 17200 ISBN 1-58846-071-1 • Publisher
Manual of Monsters 2003 17201 ISBN 1-58846-070-3 • Publisher
Alliance & Horde Compendium 2003 17202 ISBN 1-58846-063-0 • Publisher
Magic & Mayhem 2004 17203 ISBN 1-58846-954-9 • Publisher
Lands of Conflict 2004 17204 ISBN 1-58846-960-3 • Publisher
Shadows & Light 2004 17205 ISBN 1-58846-973-5 • Publisher
World of Warcraft: The Roleplaying Game 2005 17210 ISBN 1-58846-781-3 • Publisher
More Magic and Mayhem 2005 17211 ISBN 1-58846-945-X • Publisher
Lands of Mystery 2005 17206 ISBN 1-58846-784-8 • Publisher
Alliance Player's Guide 2006 17207 ISBN 1-58846-773-2 • Publisher
Horde Player's Guide 2006 17208 ISBN 1-58846-772-4 • Publisher
Monster Guide 2007 17212 ISBN 1-58846-936-0 • Publisher
Dark Factions 2008 17213 ISBN 1-58846-446-6 • Publisher
Note that SKU 17209 has not yet been used by White Wolf.

edit PDF-only material

edit Official source of lore

Like the MMORPG, Chris Metzen is in charge of the lore and uses the books to expand upon things in his view of the World of Warcraft. Many things do not show up in the MMORPG due to limitations of the game's scale and other gameplay mechanics. These limitations make the game incapable of showing everything. Metzen's personal view is that the history of Azeroth is not found in just one source, but includes the RPGs, novels, comics, manuals, and games.

Blizzard Entertainment "We're taking the process of building a world seriously and it wasn't just churned out. It had a strong sense of continuity. We've always tried to do that with are ancillary products like the D&D line and our novels. We are kind of painstakingly anal, about making sure all the details add up, that continuity is held to be sacred. So that no matter in what medium you are experiencing Warcraft it all feels like a contiguous experience." - Chris Metzen, World of Warcraft, Behind the Scenes DVD.

For example, in this interview, Metzen discusses a little bit about on how he uses the RPG to explain things within the World of Warcraft MMORPG.[3]

BI: How do the Gnomes fit back into Warcraft lore? They were notably absent from Warcraft III. Where have they been?
Blizzard Entertainment Metzen: I think we deal with it a little bit in upcoming D&D supplements. During Warcraft II, the Gnomes were, in effect, building weapons and lending designs to the Alliance — but they were staying out of any direct fighting. In Warcraft III and Frozen Throne, and even in World of Warcraft, it becomes clear that the Gnomes have had internal problems of their own for several years. As of World of Warcraft, they still offer support to the Alliance in terms of building tanks, designing weapons, sending flying machines, and so on. But they had a problem at home that has recently been discovered - an ancient menace from the depths of the underground, called Troggs. The Troggs invaded the Gnome's city of Gnomeregan and wiped it out. The Gnomes decided not to let the rest of the Alliance know about this because they figured that they could deal with it on their own. But Gnomeregan fell, probably thanks as much to the Gnomes' own actions as to those of their enemies - they likely blew themselves up with whatever failsafe devices they used to defeat the threat. After the destruction of their homeland, the Gnomes fled to the safety offered by their nearby allies the Dwarves.

Furthermore, Metzen discusses the RPG as an expansion to Warcraft lore within several Foreword letters within the RPG as well.

From his introduction letter to Manual of Monsters:[4]

Blizzard Entertainment As you might imagine, many of us here at Blizzard have been playing D&D and other paper-and-pencil games since we were old enough to get shot down by girls. Armed only with funny dice, a fistful of Number 2 pencils, and our raw imaginations, we set out to be heroes, explorers, kings. Whether we were facing down the mighty dragons of Krynn, getting stranded somewhere in the endless fields of Faerûn, trying to keep our wits about us in Castle Ravenloft, or boldly challenging the unknown in worlds of our own making, our collective love for fantasy roleplaying has been with us from the very start. We've been developing the Warcraft series for the past ten years or so — frankly, it feels like it's been in dog years — and it's been a truly amazing experience to build a rich fantasy setting from the ground up. I guess the countless hours we spent thumbing through our old, ragged DMGs and Player’s Handbooks paid off after all! Though developing the world of Azeroth has been tremendously rewarding on the creative front, seeing it made into an official Dungeons & Dragons product — Dungeons & Dragons Warcraft the Roleplaying Game, in fact — has been downright monumental for all of us. The book you hold in your hands builds upon the D&D Warcraft RPG. It is full of the strange yet wondrous creatures that populate the world of Warcraft. In many ways, this Manual of Monsters is like a time capsule for ten years’ worth of ongoing world development. Looking back over much of this artwork, an old phrase comes to mind — “the more things change, the more they stay the same.” Damn straight they do. Fat, two-headed ogres; wiry trolls with bright mohawks; hooded, spell-casting death knights: these guys immediately remind me of developing Warcraft II eight years ago. That was an amazing time for us creatively. Although it took a few years, introducing the new generation of creatures with Warcraft III proved to be just as exciting. Lion-faced, furry wyverns; centaur-like dragonspawn; ill-tempered quilboar and serpentine naga: they all rolled on to the scene and quickly dominated Warcraft's new visual landscape. Still, with every new batch of creatures we introduced, we held firm to the classic fantasy archetypes such as gnolls, kobolds, harpies, and hydras (among others) that we all grew up with. We've always felt that there is a precious balance between the classic motifs that define contemporary fantasy and the higher concept ideas that keep the settings we love fresh and distinct from one another. It's the merging of the “new” and “old schools” in fantasy that makes it such an engaging medium for us as developers, designers, and — especially — players. We sincerely hope you enjoy Manual of Monsters and use its creatures to fuel as many adventures as you can imagine! All right! Enough about the monsters already! Go and get 'em! Grab your dice, get out there, and give 'em hell! Good hunting, y'all!
- Chris Metzen (co-author), Creative Director, Blizzard Entertainment, 7/07/03

In rebuttal to a poster that claimed that the RPG was not official, Eyonix had this to say: [5]

Blizzard Entertainment Any piece of literature authorized and licensed by Blizzard Entertainment is in-fact, official. The book series written by Richard A. Knaak in particular is an excellent example of real 'Azerothian' history and lore available outside of our game software. We work closely with authors that help us expand our game universe, and the information should be considered official.
I'm very sorry but your assumptions are not correct. - Eyonix

On the World of Warcraft official website, the Warcraft RPG is said to be an important part into getting to know more about Warcraft lore. In the "History of Warcraft" section section;

Blizzard Entertainment "Want to know more about the lore of World of Warcraft? The game doesn't require any additional reading to play. However, you might enjoy gaining a more detailed knowledge of Warcraft lore. Here are some resources that are available: ...RPGs... Warcraft Role-Playing Games provide a wealth of information about Warcraft lore."

Many of the creatures and some of the lore expand beyond what appears in the computer game.

Most of the books are placed chronologically before World of Warcraft, and authors in-universe such as Brann Bronzebeard cover many alternate legends believed by the people of Azeroth. Many of the books are located at earlier points in the timeline, and the culture, population factors, and other historical events have taken place or changed since the point in time that they cover.

Many cultures have changed since the period of time when the RPG books take place, and even between the events of the books. Some cultures mentioned no longer exist at the time of World of Warcraft, and some cultures existed thousands of years before or during the War of the Ancients. Some material first introduced in the RPG was expanded upon later in other sources such as novels and manga.

edit The Fate of the Line

White Wolf has in fact lost their license for the Warcraft line.

"All the books under our license agreement for Blizzard for this product line have been released. The last one having been this summer. So while we will not be supporting a forum here, I have conferred with the company internally and we recommend reaching out to Blizzard for replacement RPG support resources. We have a limited number of forums we can launch with due to the license we have for this software right now which also limited our options here so the decision was to focus on our core products."[citation needed]

Several of the heavy posters on the White Wolf Warcraft RPG forums have gotten together to start a new forum; some of these members include Jeff Moller, one of the developers from the book "Dark Factions".

The new forums can be found at: http://wowrpg.11.forumer.com

edit References

  1. ^ http://www.warcraftrpg.com/index.php?line=intro
  2. ^ A New Edition
    "The WoW RPG core book updates the rules from the previous Warcraft RPG game. Why, you might ask, did we make a change?
    Quite simply, we could not miss the opportunity to update, improve, and evolve the game in conjunction with the release of Blizzard's World of Warcraft MMORPG. More importantly, we took the significant step this time of going the OGL route so that we could freely explore and express all the facets of the Warcraft computer games in the pen-and-paper version. The end result is a game that faithfully honors the core concepts presented in the original Warcraft RPG and comes closer to the vision of the Warcraft universe as developed by Blizzard."
  3. ^ Insider Interview — with Chris Metzen: Gnomes and Trolls as Playable Races
  4. ^ Manual of Monsters, Introduction
  5. ^ Blizzard Entertainment Eyonix 2005-12-21. Re: Could you please stop with the RPG books?. Archived from the original on 2005-12-21. Retrieved on 2009-08-17.

edit External links



El nacimiento del Rey Lich

Fuente:

http://www.elcoliseo.es/2008/11/el-nacimiento-del-rey-lich/

Información:

El nacimiento del Rey Lich



Que aficionado al World of Warcraft no conoce al Rey Lich, pero seguro q pocos conoceis su historia….


Ner’zhul y sus seguidores entraron a Twisting Nether, el plano etéreo que conecta a todos los mundos dispersos a lo largo de la Gran Oscuridad. Desafortunadamente Kil’jaeden y sus demoníacos seguidores los estaban esperando. Kil’jaeden, quien había jurado tomar venganza de Ner’zhul por su desafío soberbio, desgarró lentamente el cuerpo del viajo chamán, pieza por pieza. Kil’jaeden mantuvo el espíritu del chamán vivo e intacto, para que fuera completamente consciente del dolor de su desmembramiento. Aunque Ner’zhul rogó al demonio que liberara su espíritu y le concediera la muerte, el demonio le respondió con gravedad que el Pacto de Sangre que habían hecho tiempo atrás todavía era vigente, y que Ner’zhul aún debía servir a su propósito.

El fracaso de los orcos en la conquista del mundo para la Legión Ardiente forzó a Kil’jaeden a crear un nuevo ejército que sembrar el caos en los reinos de Azeroth. Este nuevo ejército no tenía permitido caer presa de las mismas rivalidades y luchas internas que habían surgido en la Horda. Debería ser despiadada y tener dedicación total a su misión. Esta vez, Kil’jaeden no podía fallar.

Mientras retenía al espíritu desesperado de Ner’zhul, Kil’jaeden le dio la última oportunidad para que sirviera a la Legión o sufriera tormento eterno. Una vez más, Ner’zhul accedió a cumplir el pacto con el demonio. El espíritu de Ner’zhul fue puesto dentro de un bloque de hielo especialmente construido de las lejanías de Twisting Nether. Encerrado en el barril de hielo, Ner’zhul se convirtió en un ser espectral de poderes inigualables. En ese momento, el orco conocido como Ner’zhul fue destrozado para siempre, y el rey Lich nació en su lugar.

Los soldados leales a Ner’zhul y sus seguidores de Shadowmoon también fueron transformados en demonios de energías caóticas. Los perversos hechiceros fueron despedazados y rehechos como esqueléticos muertos vivientes. Los demonios se aseguraron de que incluso muertos, Ner’zhul y sus seguidores los servirían incustionablemente.

Cuando llegó el momento, Kil’jaeden explicó la misión para la que había creado el Rey Lich. Ner’zhul tenía que propagar una plaga de muerte y terror sobre Azeroth que barriera con la civilización humana por siempre. Todos aquellos que murieran por la temible plaga se levantarían como muertos vivientes luego, y sus espíritus estarían unidos a Ner’zhul para siempre. Kil’jaeden prometió que si Ner’zhul cumplía su terrible misión, sería liberado de su maldición y tendría un cuerpo sano donde vivir.

Aunque Ner’zhul accedió y estaba ansioso por cumplir su papel, Kil’jaeden tenía sus dudas acerca de su lealtad. El hecho de haberle sacado el cuerpo al rey Lich y de tenerlo atrapado en el barril de cristal aseguraba su buena conducta a corto plazo, pero el demonio sabía que tenía que vigilarlo cuidadosamente. Con este fin, Kil’jaeden llamó a su guardia demoníaca, sus vampirescos lores, para que vigilaran a Ner’zhul y vieran que cumplía con su tarea. Tichondrius, el más poderoso y astuto de los lores, aceptó el desafío; estaba fascinado por la severidad de la plaga y el potencial del rey Lich para el genocidio.

Nazgûl (ING) - Wikipedia

Fuente:

http://en.wikipedia.org/wiki/Nazg%C3%BBl

Información:

Nazgûl · Roleplaying Games

From Wikipedia, the free encyclopedia

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In J. R. R. Tolkien's Middle-earth legendarium, the Nazgûl (from Black Speech nazg, "ring", and gûl, "wraith, spirit"; also called Ringwraiths, Ring-wraiths, Black Riders, Dark Riders, the Nine Riders, or simply the Nine) were nine men who succumbed to Sauron's power and attained near-immortality as wraiths, servants bound to the power of the One Ring. They are first mentioned in his book The Lord of the Rings, originally published in 1954–1955. The book calls the Nazgûl Sauron's "most terrible servants."

Contents

[hide]

[edit] In Tolkien's Writings

[edit] Ringwraiths

According to Tolkien's The Lord of the Rings, the Nazgûl arose as Sauron's most powerful servants in the Second Age of Middle-earth. They were once mortal Men, three being "great lords" of Númenor. Sauron gave each of them one of the nine Rings of Power. Sauron also gave seven Rings of Power to the Dwarves, and Celebrimbor forged three, untainted by Sauron's evil, for the Elves. It was Sauron's design to control all these rings and their bearers through the One Ring, forged in secret for this purpose, but only the Nine succumbed completely to its power:

Those who used the Nine Rings became mighty in their day, kings, sorcerers, and warriors of old. They obtained glory and great wealth, yet it turned to their undoing. They had, as it seemed, unending life, yet life became unendurable to them. They could walk, if they would, unseen by all eyes in this world beneath the sun, and they could see things in worlds invisible to mortal men; but too often they beheld only the phantoms and delusions of Sauron. And one by one, sooner or later, according to their native strength and to the good or evil of their wills in the beginning, they fell under the thraldom of the ring that they bore and of the domination of the One which was Sauron's. And they became forever invisible save to him that wore the Ruling Ring, and they entered into the realm of shadows. The Nazgûl were they, the Ringwraiths, the Ulairi, the Enemy's most terrible servants; darkness went with them, and they cried with the voices of death — The Silmarillion, "Of the Rings of Power and the Third Age", 346

The corrupting effect of the rings extended the bearers' earthly lives far beyond their normal lifespans. The exact disposition of their rings at the time of the LOTR is somewhat confused. Some passages in the novel suggest that the Nazgûl wore their rings, while others suggest that Sauron actually held them.

When Gandalf first teaches Frodo about the Rings of Power he says "The Nine he had gathered to himself; the Seven also, or else they are destroyed. The Three are hidden still." [1] This suggests that Sauron is in possession of the nine rings. Also, Galadriel tells Frodo, "You saw the Eye of him that holds the Seven and the Nine." However, at The Council of Elrond, Gandalf says "The Nine the Nazgûl keep."

In other works, however, Tolkien says explicitly that Sauron held the rings:

They would have obeyed . . . any minor command of his that did not interfere with their errand - laid upon them by Sauron, who still through their nine rings (which he held) had primary control of their wills . . . — The Letters of J.R.R. Tolkien, Letter 246

They were by far the most powerful of his servants, and the most suitable for such a mission, since they were entirely enslaved to their Nine Rings, which he now himself held . . . — Unfinished Tales, p. 338

The lack of mention of a ring when the Witch-king is destroyed, or of Frodo seeing rings on the hands of the Nazgûl when he is attacked on Weathertop are consistent with Sauron holding the rings. Gandalf's speech at the Council is the only contradictory statement, but seems a clear, and direct, contradiction. It is possible that the idea of Sauron keeping the rings is a later concept, coming after the completion of the novel (as do the letter cited and Unfinished Tales). There is no mention of when or where Sauron would have reclaimed the rings from the Nazgûl.

[edit] Appearance, weapons and powers

The Nazgûl did wear their rings long enough so that their bodily forms faded until they had become entirely invisible to mortal eyes. They assumed visible form only with their black attire. During the assault on Minas Tirith, the leader of The Nine casts back his hood to reveal a crown, but the head it rests on is invisible. While wearing the One Ring, Frodo perceives them as pale figures, robed in white, wearing crowns and with "haggard hands".

In The Fellowship of the Ring they are armed with steel swords, while their leader, the Witch-king of Angmar, wields a Morgul blade that could turn its victim into a wraith. During the Battle of the Pelennor Fields, the Witch-king bears a "long pale sword", and later uses a mace against Éowyn.

The Lord of the Nazgûl practices black sorcery, and uses it to break the gates of Minas Tirith. But Tolkien said of the Nazgûl ". . . their chief weapon was terror. This was actually greater when they were unclad and invisible; and it was greater also when they were gathered together." [2] They exude an aura of fear. Early in the novel it is a sense of unease or dread. By the end it has risen to a miasma that induces terror, despair, and loss of physical control, even at distance:

The Nazgûl came again . . . like vultures that expect their fill of doomed men's flesh. Out of sight and shot they flew, and yet were ever present, and their deadly voices rent the air. More unbearable they became, not less, at each new cry. At length even the stout-hearted would fling themselves to the ground as the hidden menace passed over them, or they would stand, letting their weapons fall from nerveless hands while into their minds a blackness came, and they thought no more of war, but only of hiding and of crawling, and of death. — The Return of the King, p.97

The wordless cries of the Nazgûl seem to amplify their terror. Close or prolonged encounters with a Nazgûl cause unconsciousness and nightmares, an effect known as "the Black Breath". Aragorn uses the fictional herb athelas to treat victims of the Black Breath including Frodo, Faramir, Éowyn, and Merry.

[edit] History within legendarium

The Nazgûl first appeared around S.A. 2251, less than three centuries after the rings were forged, and were soon established as Sauron's principal servants. They were dispersed after the first overthrow of Sauron in 3441 at the hands of the Last Alliance of Elves and Men, but their survival was assured since the One Ring survived.

They re-emerged around T.A. 1300, when the Witch-king led Sauron's forces against the successor kingdoms of Arnor: Rhudaur, Cardolan and Arthedain. He effectively destroyed all the successor kingdoms, but was defeated in 1975 and returned to Mordor. There he gathered the other Nazgûl in preparation for the return of Sauron to that realm.

In 2000, the Nazgûl besieged Minas Ithil and after two years captured it and acquired its palantír for the Dark Lord. The city thereafter became Minas Morgul, the stronghold of the Nazgûl. Sauron returned to Mordor in 2942 and declared himself openly in 2951. Two or three of the Nazgûl (led by the Second of the Nine) were sent to garrison Dol Guldur, his fortress in Mirkwood.

By 3017, near the beginning of the story told in The Lord of the Rings, Sauron had learned from Gollum that "Baggins of the Shire" had the One Ring in his possession. Sauron entrusted its recovery to the Nazgûl, his most trusted servants. They reappeared "west of the River", riding black horses that were bred or trained in Mordor to endure their terror. They learned that the Ring had passed to Bilbo's heir, Frodo. Five of them cornered Frodo and his company at Weathertop, where the Witch-king stabbed Frodo in the arm with the Morgul blade, breaking off a piece of the blade in the hobbit's flesh. When all Nine were swept away by the waters of the river Bruinen, their horses were drowned, and the Ringwraiths were forced to return to Mordor to regroup.

In 3018 the nine companions of the Fellowship of the Ring left Rivendell as the "Nine Walkers", in opposition to the Nazgûl, the "Nine Riders". The latter reappeared mounted on hideous flying beasts (reminiscent of — and in part suggested by — pterodactyls);[3][4] they were then called Winged Nazgûl.

During the Battle of the Pelennor Fields the Witch-king himself was slain by Éowyn and Merry: Merry's surreptitious stroke with an enchanted Barrow-blade drove the Witch-king to his knees, allowing Éowyn, the niece of Théoden, to drive her sword between his crown and mantle. Thus was the Witch-king destroyed by a woman and a hobbit, fulfilling the prophecy that "not by the hand of man will he fall".[5] Both weapons that pierced him disintegrated, and both assailants were stricken with the Black Breath.

The remaining eight Ringwraiths attacked the Army of the West during the last battle at the Black Gate. But when Frodo put on the Ring near the fires of Mount Doom, Sauron quickly ordered the eight to fly to intercept him. They arrived too late: the Ring fell into the Cracks of Doom, and the Nazgûl perished with its destruction.

[edit] Adaptations

The Nazgûl, as portrayed in the 1978 animated film version
One of the Nazgûl portrayed in the Lord of the Rings film trilogy

The Nazgûl are featured in all adaptations of The Lord of the Rings on radio, film, and stage.

In Ralph Bakshi's 1978 animated film version of The Lord of the Rings, the Nazgûl hack and slash the hobbits' beds at The Prancing Pony inn themselves. In the book, the attackers are not precisely identified, but Tolkien implies that the attack was carried out by agents of the Nazgûl, possibly including one Bill Ferny, not the Nazgûl themselves (though they were present in the town).[6]

In the Rankin-Bass adaptation of Return of the King, the Nazgûl are robed skeletons with white hair.

In the 1981 BBC Radio serial of The Lord of the Rings, the Nazgûl can be heard chanting the Ring-inscription. [1]

In the Lord of the Rings movie trilogy (2001–2003) by Peter Jackson, the Nazgûl also attack the inn themselves. Emphasis is given to their loud shrieks, which are made deafening, and their use of the fell beasts in battle is expanded, notably at the siege of Minas Tirith, when they destroy numerous trebuchets and kill many soldiers. The cries of the Nazgûl as interpreted in Peter Jackson's films are mixed from that of his partner and co-screenwriter, Fran Walsh.

[edit] In other media

The Nazgûl are featured in many products based on Tolkien's writings and more recently, the Jackson films.

Some examples include the real-time strategy computer games The Lord of the Rings: War of the Ring, not based on the Jackson films, and The Lord of the Rings: The Battle for Middle-earth and its sequels,The Lord of the Rings: The Battle for Middle-earth II and its expansion pack The Rise of the Witch-king, which are based on the films.

In The Lord of the Rings: War of the Ring the Witch-king is a hero for the Evil faction, similar to the movie-based games (whose evil factions are realm-specific). In The Rise of the Witch-king there are three named Ringwraiths: the Witch-king, Khamûl, and "Morgomir", Lieutenant of Carn Dûm. The last Ringwraith's name is invented for the game, developed by Electronic Arts.

In the massive multiplayer online role-playing game The Lord of the Rings Online, the Nazgûl, in particular the Witch-king, play a prominent part in the storyline; the premise of the game at release is to fight the armies of the Witch-king in his realm of Angmar.

In the Middle-earth Collectible Card Game produced by Iron Crown Enterprises, most of the Nazgûl had invented names, shared with Middle-earth Role Playing by the same company. Liz Danforth created the art for each of the Nazgûl in the game.

George R. R. Martin's novel The Armageddon Rag is about a fictional rock band named the Nazgûl. The band's manager and promoter is referred to as Sauron, its lead singer is nicknamed Hobbit, and its logo is an Eye of Mordor. Many of its song and album titles make reference to Tolkien's Middle-earth.

The term Ringwraith is used in the song "The Battle of Evermore" by popular classic rock band Led Zeppelin, in the line "the ringwraiths ride in black".

The Ringwraiths appear in the game Angband and many of its variants under the names "Uvatha the Horseman", "Adunaphel the Quiet", "Akhorahil the Blind", "Ren the Unclean", "Ji Indur Dawndeath", "Dwar, Dog Lord of Waw", "Hoarmurath of Dir", "Khamûl, the Black Easterling" and "The Witch-King of Angmar". They are amongst the nastiest of the opponents within the game.

[edit] Names, titles and terms

The rarely used Quenya word for the Nazgûl is Úlairi (a plural); from this a Sindarin form Ulaer has been conjectured.

They are also called the Fell Riders and the Black Wings (when they ride the fell beasts), as well as the Shadows, the Servants of Sauron, and the Nine Servants of the Lord of the Rings. The Orcs of the Tower of Cirith Ungol call them Shriekers.

In her duel with the Witch-king, Éowyn calls him a "dwimmerlaik". This is a word in the speech of Rohan (translated into Anglo-Saxon) that Tolkien glosses in the index as a "work of necromancy", a "spectre".

Only two of the Nazgûl are named or identified individually in Tolkien's works. Their leader was the Witch-king of Angmar, and his second in command was named Khamûl, the "black Easterling" or the "shadow of the East".[7] Tolkien stated that three of them were great Númenórean lords;[8] in his notes for translators, Tolkien speculates that the Witch-king was of Númenórean origin.[9] Khamûl was a lord of the Easterlings, and the only Nazgûl whose name is given.

[edit] Names not due to Tolkien

The early Middle-earth Role Playing games (and material derived from them) name the eight other than Khamûl; Er-Murazor (the Witch-king, of Númenórean race), Dwar of Waw, Ji Indur Dawndeath, Akhorahil (Númenórean), Hoarmurath of Dir, Adûnaphel the Quiet (female Númenórean), Ren the Unclean and Uva the Horseman,[10] but none of these names come from Tolkien. In the context of the books, it is unlikely that any of the Nazgûl would have been female.

In the Lord of the Rings Trading Card Game, chiefly based on the Jackson films, the Nazgûl are called The Witch King, Úlairë Attëa (The Easterling), Úlairë Nelya, Úlairë Cantëa, Úlairë Lemenya, Úlairë Enquëa, Úlairë Otsëa, Úlairë Toldëa and Úlairë Nertëa. These are not new names: Úlairë in Quenya means "Ringwraith", and the second word is simply a number from two to nine.

For the expansion to its real-time strategy game The Lord of the Rings: The Battle for Middle-earth II, The Rise of the Witch-king — chiefly based on the Jackson films and building much upon the original writings — Electronic Arts invented the name Morgomir for one of the Nazgûl. This appears to be a pastiche of the Sindarin words Morgoth ("Dark Enemy") and mîr ("jewel"); it is not attested in Tolkien's Elvish languages.

In The Lord of the Rings Strategy Battle Game, the Witch-king and Khamûl the Easterling retain the titles Tolkien gave them. The other seven are given honorific titles emphasising aspects of how they are used in the game: the Dark Marshall, the Shadow King, the Undying, the Tainted, the Betrayer, the Knight of Umbar and the Dwimmerlaik.

[edit] Steeds

The Witch-king's flying steed, as illustrated by John Howe
A Nazgûl on his flying steed in The Lord of the Rings (1978).

After losing their horses at the Ford of Bruinen, the Nazgûl returned to Mordor and reappeared mounted on hideous flying beasts. The author described these flying creatures as "fell beasts", but this is a description rather than a name: "fell" is used archaically, as an adjective meaning "fierce" or "cruel". Tolkien applies the adjective "fell" to a variety of other creatures throughout The Lord of the Rings. In a private letter he calls these creatures "Nazgûl-birds".[11] Though technically incorrect, "fell beast" has been adopted as a name for these creatures in derivative works such as the The Battle for Middle-earth computer game series.

The flying steeds figure prominently in the Battle of the Pelennor Fields, where the Witch-king of Angmar, the Lord of the Nazgûl, rides one against King Théoden of Rohan. Tolkien describes the Witch-king's mount thus:

"...it was a winged creature: if bird, then greater than all other birds, and it was naked, and neither quill nor feather did it bear, and its vast pinions were as webs of hide between horned fingers; and it stank. A creature of an older world maybe it was...." [12]

A few paragraphs later it is said to attack with "beak and claw".[12]

Tolkien once wrote that he "did not intend the steed of the Witch-king to be what is now called a 'pterodactyl'", while acknowledging that it was "obviously ... pterodactylic and owes much" to the "new ... mythology of the 'Prehistoric'", and might even be "a last survivor of older geological eras."[13]

In Ralph Bakshi's 1978 animated version of The Lord of the Rings, one of the Nazgûl is shown riding these creatures. In the Rankin-Bass 1980 animated version of The Return of the King, the Nazgûl ride winged horses, although the Lord of the Nazgûl does ride a creature more in line with the book when he confronts Éowyn. In Peter Jackson's film trilogy based on The Lord of the Rings, all nine Nazgûl are shown onscreen riding them. Jackson's creatures explicitly differ from Tolkien's description in that they have teeth instead of beaks. They are used by the Nazgûl in battle more extensively than in the book. As confirmed in the films' audio commentary, the design of the creatures was based largely on illustrations by the popular Middle-earth artist John Howe.

[edit] References

  1. ^ The Fellowship of the Ring, p.61, ISBN 0-395-48931-8
  2. ^ Unfinished Tales, p. 343
  3. ^ The Return of the King, Chapter 5, Chapter 6, "The Battle of the Pelennor Fields", p. 822.
  4. ^ Humphrey Carpenter, editor, The Letters of J.R.R. Tolkien, Letter 211, p. 282.
  5. ^ The Lord of the Rings, Appendix A, I iv, p. 412.
  6. ^ "In dark and loneliness they are strongest; they will not openly attack a house where there are lights and many people — not until they are desperate, not while all the long leagues of Eriador still lie before us. But their power is in terror, and already some in Bree are in their clutch. They will drive these wretches to some evil work: Ferny, and some of the strangers, and, maybe, the gatekeeper too." Tolkien, J. R. R. (1954), The Fellowship of the Ring, The Lord of the Rings, Boston: Houghton Mifflin (published 1987), "Strider", ISBN 0-395-08254-4
  7. ^ Unfinished Tales, Index, entry for Khamûl, p. 448.
  8. ^ "Yet Sauron was ever guileful, and it is said that among those whom he ensnared with the Nine Rings three were great lords of Númenórean race." The Silmarillion, "The Akallabêth", p.267.
  9. ^ Tolkien writes: "the name and origin of the Witch-king is not recorded, but he was probably of Númenórean descent." Wayne G. Hammond & Christina Scull, The Lord of the Rings: A Reader's Companion, p. 20. The relevant passage was later removed by Tolkien from the notes for translators, and does not appear in the version published in Jared Lobdell's A Tolkien Compass.
  10. ^ The Encyclopedia of Arda. "What were the names of the nine Nazgûl?"
  11. ^ Carpenter, Humphrey, ed. (1981), The Letters of J. R. R. Tolkien, Boston: Houghton Mifflin, #100, ISBN 0-395-31555-7
  12. ^ a b Tolkien, J. R. R. (1955), The Return of the King, The Lord of the Rings, Boston: Houghton Mifflin (published 1987), "The Battle of the Pelennor Fields", ISBN 0-395-08256-0
  13. ^ Carpenter, Humphrey, ed. (1981), The Letters of J. R. R. Tolkien, Boston: Houghton Mifflin, #211, ISBN 0-395-31555-7

Lich (ING) - Wikipedia

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http://en.wikipedia.org/wiki/Lich

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Lich · Roleplaying Games

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A depiction of a lich.

In modern fantasy fiction, a lich (pronounced /ˈlɪtʃ/) (sometimes spelled liche, cognate to German Leiche "corpse") is a type of undead creature. Often such a creature is the result of a transformation, as a powerful magician or king striving for eternal life uses spells or rituals to bind his intellect to his animated corpse and thereby achieve a perverse form of immortality. Liches are depicted as being clearly cadaverous (as opposed to the healthier forms of vampires), their bodies desiccated or even completely skeletal. Liches are often depicted as holding power over hordes of lesser undead creatures, using them as their soldiers and servants, and thus are a threat both individually and as leaders of belligerent forces.

A lich should not be confused with a zombie. While both are reanimated corpses, the difference lies in their intellect. Whereas a zombie is incapable of distinguishing friend from foe (only living from undead), a lich is usually as intelligent as a regular human.

Various works of fantasy fiction, such as Clark Ashton Smith's "Empire of the Necromancers", had used lich as a general term for any corpse, animated or inanimate, before the term's specific use in fantasy role-playing games. The more recent use of the term lich for a specific type of undead creature originates from the 1977 Monster Manual for the Advanced Dungeons & Dragons role-playing game by Gary Gygax.

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[edit] Historical background

[edit] In literature

The lich developed from monsters found in earlier classic sword and sorcery fiction, which is filled with powerful sorcerers who use their magic to triumph over death. Many of Clark Ashton Smith's short stories feature powerful wizards whose magic enables them to return from the dead. Several stories by Robert E. Howard, such as the novella Skull-Face and the short story Scarlet Tears, feature undying sorcerers who retain a semblance of life through mystical means, their bodies reduced to shriveled husks with which they manage to maintain inhuman mobility and active thought—Thulsa Doom, for example. Gary Gygax, one of the co-creators of Dungeons & Dragons, has stated that he based the description of a lich included in the game on the short story The Sword of the Sorcerer by Gardner Fox.[1][2] The term "lich", used as an archaic word for corpse (or body), is commonly used in these stories. Other imagery surrounding demiliches, in particular that of a jeweled skull, is drawn from the early Fritz Leiber story "Thieves' House".[citation needed]

[edit] In religion and mythology

In Roman Catholicism and the Church of England, the word "lychgate" refers to a covered area at the entrance to the cemetery where the casket awaits the clergy before proceeding into the cemetery for proper burial, "lych" being a word meaning body or corpse derived from Old English.[3]

The underlying idea of eluding death by means of arcane study and black magic can be traced to Middle Eastern folklore,[original research?] and the method of achieving immortality by placing one's soul in a phylactery, usually hidden in some vast fortress, is suggestive of the burial practices of Egypt.[original research?]

Eastern Slavic mythology includes stories of a powerful dark wizard or a demon, Koschei the Deathless, who evades death by having his fiery soul placed in the eye of a magical needle. The needle is inside an egg, which is inside a duck, which is inside a hare, which is locked in an iron chest placed at the roots of a great oak tree, which is in a hole in the ground on the magical island of Buyan. Koschei can be killed only by breaking the magical needle, which is much like the phylactery of a lich. This image is consistent with the modern interpretation of the lich.[original research?]

[edit] Liches in Dungeons & Dragons

In the Dungeons & Dragons game (and other works of fantasy fiction that draw upon Dungeons & Dragons for inspiration), a lich is a spellcaster who seeks to defy death by magical means. They are necromancers who are unsatisfied with the level of power that they currently have, wish for longer lives, and seek to unburden themselves from the necessities of bodily functions (such as eating and sleeping) so that they might dedicate every moment of their existence to the attainment of knowledge and power. Liches convert themselves into skeletal undead creatures by means of black magic and necromancy, storing their souls in magical receptacles called phylacteries. With their souls bound to material focuses, they can never truly die. If its body is destroyed, a lich can simply regenerate or find a new one. According to the Dungeons & Dragons mythos, the only way truly to destroy a lich is first to destroy its phylactery, thereby removing its anchor to the material world, and then to destroy its physical form.

[edit] See also

[edit] References