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Ea d20 02.3.5 Races and Cultures 20110711i

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0% found this document useful (0 votes)
452 views116 pages

Ea d20 02.3.5 Races and Cultures 20110711i

Uploaded by

Laurent Vidal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 116

Page 1

Table of Contents 5.14 - Men – Lossoth (optional race)...............................................75


5.15 - Men - Mixed Men (Gondorian & Others)..................................77
1 - Overview........................................................................................ 4 5.16 - Men – Northmen.................................................................79
1.1 - Classes.................................................................................4 5.17 - Men - Numenorean.............................................................82
1.2 - Magic in Middle-earth..............................................................4 5.18 - Men – Rohirrim...................................................................86
1.3 - Ability Scores.........................................................................4 5.19 - Men – Variags....................................................................88
1.3.1 - Optional Ability - Comeliness............................................................5 5.20 - Men – Woodmen................................................................89
1.4 - Languages.............................................................................5 6 - Orcs............................................................................................ 92
1.5 - Race/Culture Initial Languages & Ranks.....................................5 6.1 - Orcs - Yrch (Goblins, Lesser Orcs)..........................................92
1.6 - History of the Ages..................................................................6 6.2 - Morgothian Orcs...................................................................94
1.6.1 - Before The Count of Time.................................................................7 6.3 - Sauronian Orcs (Mordor)........................................................94
1.7 - Valian years 6.4 - Orcs - Half-Yrch....................................................................95
.................................................................................................... 7 6.5 - Orcs - Uruk-hai ....................................................................96
1.8 - Years of the Lamps 6.6 - Orcs - Half-Uruk-hai..............................................................97
.................................................................................................... 7 7 - Trolls...........................................................................................98
1.9 - Years of the Trees..................................................................7 7.1 - Trolls - Olog ........................................................................99
1.10 - First Age.............................................................................7 7.2 - Trolls – Half Olog (Half Troll)...................................................99
1.10.1 - Years of the Sun in the First Age...................................................9 7.3 - Trolls - Olog-hai (High Troll, War Troll)...................................100
1.11 - Second Age.......................................................................10 7.4 - Trolls - Half-Olog-hai...........................................................101
1.12 - Third Age..........................................................................12 8 - Background Options....................................................................102
1.12.1 - "The Great Years"...........................................................................14 8.1 - Background Option Type......................................................102
1.12.1.1 - 3018.........................................................................................14
8.2 - Secondary Skills.................................................................102
1.12.1.2 - 3019.........................................................................................15
1.12.1.3 - 3020-21....................................................................................15 8.2.1 - Professions......................................................................................103
8.2.2 - Craft Skills........................................................................................103
1.13 - Fourth Age.........................................................................15
8.3 - Ability Score Modifiers.........................................................103
2 - Dwarves Overview.........................................................................16
8.4 - Languages.........................................................................103
2.1 - “Standard” Dwarves ..............................................................17
8.5 - Special Items & Treasure Categories.....................................104
2.1.1 - The Seven Dwarven Houses..........................................................19
2.1.1.1 - Blacklocks.................................................................................20 8.6 - Jewelry Type......................................................................105
2.1.1.2 - Broadbeams...............................................................................20 8.7 - Musical Instruments............................................................105
2.1.1.3 - Firebeards..................................................................................22 8.8 - Special Abilities..................................................................105
2.1.1.4 - Ironfists......................................................................................24 8.9 - Ability Score Modifier...........................................................106
2.1.1.5 - Longbeards................................................................................25 8.10 - Clothing...........................................................................107
2.1.1.6 - Stiffbeards..................................................................................26
8.11 - Jewelry...........................................................................107
2.1.1.7 - Stonefoots..................................................................................27
8.12 - Rods/Staves/Wands..........................................................107
2.2 - Dwarves - Petty (Noegyth Nibin)..............................................28
8.13 - Herbs..............................................................................108
3 - Elves Overview.............................................................................30
8.14 - Armor & Shields...............................................................108
3.1 - Elves - Avari (dark)................................................................31
8.15 - Melee Weapons...............................................................108
3.2 - Elves - Noldor (high)..............................................................33
8.15.1 - Missile Weapons...........................................................................109
3.3 - Elves - Silvan (wood).............................................................36
8.16 - Other..............................................................................109
3.4 - Elves - Sindar (grey)..............................................................38
8.17 - Magic Type......................................................................110
3.5 - Peredhil (Half-elf)..................................................................41
8.18 - Wealth............................................................................110
3.5.1 - Half-elves Avari (Dark).....................................................................42
3.5.2 - Half-elves Noldor (High)...................................................................43 9 - Optional Core Modifications..........................................................111
3.5.3 - Half-elves Silvan (wood)..................................................................43 9.1 - Magic in Middle-earth..........................................................111
3.5.4 - Half-elves Sindar (grey)...................................................................44 9.2 - Class Restrictions & Modifications.........................................112
4 - Hobbits/Halflings (Kuduk)...............................................................45 9.2.1 - Barbarian..........................................................................................112
4.1.1 - Hobbit Ancestors...............................................................................46 9.2.2 - Bard...................................................................................................112
4.1.2 - Fallohides...........................................................................................47 9.2.3 - Cleric.................................................................................................112
4.1.3 - Harfoots..............................................................................................47 9.2.4 - Druid..................................................................................................112
4.1.4 - Stoors..................................................................................................47 9.2.5 - Fighter...............................................................................................112
5 - Men – (Hildor or Atani)...................................................................49 9.2.6 - Monk..................................................................................................113
9.2.7 - Paladin..............................................................................................113
5.1 - Men – Beornings...................................................................49
9.2.8 - Ranger..............................................................................................113
5.2 - Men - Black Númenóreans ....................................................51 9.2.9 - Rogue................................................................................................113
5.3 - Men - Corsairs (The Rebels)...................................................54 9.2.10 - Sorcerer..........................................................................................113
5.4 - Men – Dorwinrim...................................................................55 9.2.11 - Wizard.............................................................................................113
5.5 - Men - Druedain ....................................................................57 9.3 - Players Handbook II ...........................................................113
5.6 - Dunedain (The Faithful).........................................................60 9.3.1 - Fighter...............................................................................................114
5.7 - Dunedain (The Rebels of Umbar)............................................62 9.3.2 - Marshal???......................................................................................114
5.8 - Men - Dunlendings (Hillmen)...................................................64 9.3.3 - Scout.................................................................................................114
9.3.4 - Swashbuckler..................................................................................114
5.9 - Men – Easterlings.................................................................66
9.3.5 - Wizard????......................................................................................114
5.10 - Men – Eriadorians...............................................................67
9.4 - Weapon Restrictions (Optional).............................................115
5.11 - Men – Gondorians...............................................................69
10 - Bibliography & References..........................................................115
5.12 - Men - Haradrim (Northern)....................................................71
5.13 - Men - Haradrim (Southrons).................................................73

Page 2
Eä d20 Races & Cultures Book Tolkien's works, Iron Crown Enterprises MERP publications, Other
Hands Magazine, Other Minds Magazine.
You will need to have eith er the OpenD 20 rules, or the D&D
Revision: 2012-05-13.23:49:53 by Hawke 3.5 Players Han dboo k to ma ke fu ll use of this tome.
This product is developed to be compliant with the Op en D20 3.5 Play testers include:
rules. Brian, Justin, Scott S, Chris Seeman, Michael Martinez, Scott T, Tim,
Development and contributions by Hawke, Morgil, merp@merp.com William R, Jeff W, Anthony, Drake R, Rob, Brennan R, Jon, Pierce, Alan,
mailing list, www.merp.com website, Yahoo Fan Modules list & site, Robert, Jackson M, David T, Michael M, John R, Chris W, Russ P, Miles
eagroup.merp.com website and forums, and countless others. C., Austin, Connor S., Katy K., and many others!
System and history reference information from many sources by J.R.R.

Page 3
1 - OVERVIEW

obviously significantly different. Also note that the D&D


1 - O VERVIEW Gnome race (among others) doesn't exist in Tolkien's world. In
his early works he referred to Gnomes and Elves
This book provides general cultural information, interchangeably, but they are nothing like D&D gnomes.
and gaming-specific details for creating and playing a d20
based character to role play in J.R.R. Tolkien's Middle-earth,
Arda and the greater Eä universe as a whole.
This information is intended to serve as a 1.1 - Classes
guideline and it is not "written in stone", unless the GM
decides it is so. This manual, and it's related documents are Each DM will have to decide which classes
updated online at http://www.earpg.com. are allowed, disallowed, or needing to be modified to best
The information listed for each race corresponds
fit Middle-earth. There is an effort to detail the
to the generalities described or extrapolated from The
Silmarillion, Unfinished Tales, Book of Lost Tales I, Book of recommended options for Classes in Middle-earth, as a
Lost Tales II, The Lays of Beleriand, The Lost Road, The separate book called “Ea d20 Classes”. This details the
Treason of Isengard, the entire History of Middle-earth series, changes one might wish to make to the D&D core rules to
The Letters of J.R.R. Tolkien, The Shaping of Middle-earth, better fit the “feel” of a Middle-earth campaign. They are
The Hobbit, The Fellowship of the Ring, The Two Towers, totally optional suggestions. Most campaigns should be
The Return of the King (and Appendices), Other Hands able to use any of the classes in the D&D 3.5 Core Rules
Magazine, Michael Martinez Essays, The Tolkien Reader, Iron (players Handbook) “as is” with the exception of
Crown Enterprises MERP (Middle-earth Role Playing), spellcasters. For spell casters, please consider
Decipher's Lord of the Rings, & Wizards of the Coast implementing the “Ea d20 Magic in Middle-earth”
Dungeons and Dragons. rulebook.
A DM may decide to allow a character to stray
from the norms listed here. A DM may decide to allow a
character to possess a weapon typically not favored by his or
her race, or to learn a language usually of little interest to that 1.2 - Magic in Middle-earth
race. How much deviation from the norms allowed is up to the
DM, who needs to include plausible reasons for the
differences in the character's personal history and background “Magic” in Middle-earth is a hotly contested
that is fitting for a campaign based in Middle-earth and subject. This tome does not address the many intricacies
beyond. of adjusting d20 game systems to better fit the style of
Players developing their characters should follow “magic” in Tolkien's world. For that an entire separate
the normal procedure for outfitting and developing feats and book is required and it is called “Eä d20 Magic in
skills. Middle-earth”. It takes into account the many
Remember that adventuring characters will come
complexities and subtleties related to the “arcane” and
into contact with people and cultures unknown to them in their
formative years. A Drúedain (Drûgh) warrior might speak only “divine” “magics” of Tolkien's universe. For any
Púkael well and only a few words of Westron (Common) upon character intending to be spellcaster, use of that book is
leaving his native lands and carry only his hunting spear. Six highly recommended.
months later (possibly having reached second or third level or
more), he may have picked up a bit more Westron and a
smattering of Sindarin (tongue of the Grey Elves) and be [ Artwork here related to Magic in Middle-earth, maybe
wielding a long kynac! the cover art to the Magic in Middle-earth book ]
You will see that the races generally follow most
of the D&D 3.5 core rules guidelines, but cultural emphasis
will be shown through adjustments to abilities, skills, feats,
etc.
Elves in Middle-earth are TALL and slender, 1.3 - Ability Scores
whereas the typical D&D elf is SHORT and slender. The
Ability stats are basically the same though many adjustments
are changed, but the height, build, appearance, and abilities are
Ability scores are rolled as normal for whichever

Page 4
1. 3 - A B I L I T Y S C O R E S

method your DM prefers (roll 4d6 6 times, disregard lowest


die, point assignment option, etc.).

1.4 - Languages
1.3.1 - O PTIONAL A BILITY - C OMELINESS
An optional attribute can be added called All player characters start with at least two
Comeliness (COM) or Appearance (APP). The Eä d20 languages. Usually at least one of their "native" languages and
Character Sheets (available on the Eä RPG website) have “Westron” (the common tongue), though some might have
space for this extra attribute listed as Comeliness, in addition very little to no knowledge of Westron initially. Many races
to other minor modifications included on that character sheet. will include a number of languages beyond just these two as
per the specific racial description. Abilities in languages are
This attribute is determined by whatever die ranked on a scale of 0-10. 0 means no ability in the language, 1
rolling methodology your DM prefers, for only this one stat means very basic, such as “where is the bathroom”, and 10
and separate from the rest of the other stat rolls. One method is means absolute fluency, etc. These can be increased as skill
to use a separate 4d6 roll (remove lowest die), then using any ranks by players wishing to improve beyond the base level for
modifier bonus from CHA or racial CHA/Race modifiers, to their race/culture with an optional rule.
give a total COM bonus. COM cannot be increased after first
level except by magical means. Some might remember COM Optional Rule – Language Skill Development:
from the AD&D (1st Edition) Unearthed Arcana days, this is Actual language skill development is an optional rule that a
based very much on that attribute. DM may decide to implement. Each “rank” put into a
particular language would equal another level of proficiency.
For example, 2 ranks in Morbeth (Dark Speech), on a scale of
[ Artwork showing one person very “comely” and the 0-10, the character is at a 2. The GM may decide that instead
other” quite haggish. Maybe a mirror? ] of having to use the regular skill points assigned by D&D 3.5,
to give different races a number of skill points per level just
for language development, or the DM may only allow regular
skill rank points to be allocated for PC's wishing to improve
certain language skills. Each racial description will list as an
optional rule, the recommended skill points to allocate for
language, per level for that race.

Below is a quick reference chart of what


languages various races speak, and in parentheses their initial
rank:

1.5 - Race/Culture Initial Languages & Ranks

Adûnaic – Black Númenóreans (10), Corsairs (10), Dúnedain


(8), Noldor Elves (6).
Apysaic – Northern Haradrim (8), Southern Haradrim (10).
Atliduk – Beornings (10).
Bethteur (Silvan) – Silvan Elves (10), Sindar Elves (8).
Dunael – Dunlendings (10), Rohirrim (2),
Drúedain/Drûgh/Wose (4).
Haradaic – Black Númenóreans (10), Corsairs (8), Northern
Haradrim (10), Southern Haradrim (6), Variags (6).
Khuzdul (Dwarvish) – Dwarves (10), Umli (2).

Page 5
1. 5 - R A C E /C U L T U R E I N I T I A L L A N G U A G E S & R A N K S

Kuduk (Hobbits' subtle variant of Westron) – Hobbits (10).


Labba – Lossoth (10), Umli (4)
Logathig – Dorwinrim (10), Easterlings (10)
Morbeth (Black Speech) – Half-orcs (4), Half-trolls (10),
Uruk-hai (10), Olog-hai (10).
Nahaiduk – Beornings (10), Woodmen (10).
1.6 - History of the Ages
Orkish – Half-orcs (6), Orcs (10), Uruk-hai (8).
Pukael – Drûgh/Drúedain/Woses (10). Tolkien has various significant periods of time
Quenya – Dúnedain (2), Half-elves (6), Noldor Elves (10), divided by “Ages”. Not all races are available in all ages, and
Silvan Elves (4), Sindar Elves (6). a number of them (especially Dunedain and Black
Numenoreans) undergo significant changes over time. Many
Rohirric – Rohirrim (10). homelands did not physically exist at certain times, either not
Sindarin – Dúnedain (8), Dwarves (6), Half-elves (10), yet created, or swallowed by the seas in later years. The
Lossoth (4), Woodmen (4), Noldor Elves (10), Silvan Elves Rohirrim came from Northmen stock but were not a distinct
(10), Sindar Elves (10). ethnic group until the mid Third Age. Hobbits were not well
known until well into the Third Age.
Umitic – Umli (10).
Each race will have a listing as to when they are
Varadja – Variags (10). estimated to have formed and/or dissolved as a distinct ethnic
Waildyth (Nature calls/signals) – Beornings (10). group to help guide the DM.
Below is a brief summary of the key Ages of
Westron (Common Speech) – Beornings (10), Black Middle-earth, followed by sections providing more detail
Númenóreans (10), Corsairs (10),Dorwinrim (10), Dúnedain on each Age (initially based on the Timeline of Arda on
(10), Dunlendings (8), Dwarves (10), Easterlings (4), Half-
wikipedia, but modified by the community as needed).
elves (10), Half-orcs (10), Half-trolls (6), Hobbits (10),
Lossoth (4), Noldor Elves (10), Northern Haradrim (10),
Olog-hai (6), Orcs (6), Rohirrim (10), Rural-men (10), Silvan “The First Age ended with the Great Battle, in
Elves (8), Sindar Elves (10), Southern Haradrim (6), Wild which the Host of Valinor broke Thangorodrim (I, 256) and
Trolls (8), Urban-men (10), Uruk-hai (8), Umli (4), Variags overthrew Morgoth. Then most of the Noldor returned into the
(2), Woodmen (4), Wose/Drûgh/Drúedain (2). Far West and dwelt in Eressëa within sight of Valinor; and
many of the Sindar (Gray Elves) went over Sea also.
The Second Age ended with the first overthrow of
Sauron, servant of Morgoth, and the taking of the One Ring.
The Third Age came to it's end in the War of the
Ring; but the Fourth Age was not held to have begun until
[Artwork here of either a pair of individuals attempting to Master Elrond departed, and the time was come for the
speak to each other such as trying to haggle at a merchants domination of Men and the decline of all other 'speaking-
booth with a very “foreign” person, or a group, etc.] peoples' in Middle-earth.
In the Fourth Age the earlier ages were often
called the Elder Days; but that name was properly given only
to the days before the casting out of Morgoth. The histories of
that time are not recorded here.”
--Excerpt quoted from Appendix B
The Tale of Years (Chronology of the Westlands) The Lord of
the Rings, “Return of the King”, by J.R.R. Tolkien

Page 6
1.6 - H I S T O R Y OF THE AGES

* Melkor begins to corrupt the lands and living things of


Arda, turning them into sickly or monstrous shapes.
* The Valar become aware of Melkor's return and begin
1.6.1 - B EFORE T HE C OUNT OF T IME seeking his stronghold.
• Eru Ilúvatar makes the Timeless Halls and the race of * 3450 - Destruction of the Two Lamps and the isle of
the Ainur. Almaren by Melkor and his followers; Spring of Arda ends.
• The Ainur make the Ainulindalë, the Music of the * Melkor retreats to Utumno while the Valar save what they
Ainur which leads to the vision of Arda. Melkor's can from the cataclysm.
attempts to disrupt the Music with ideas of his own * The Valar establish a new home in Aman and raise the
devising only serve to cause variations in Eru's Pelóri to defend it.
themes. * 3500 - Yavanna makes the Trees of the Valar.
• Eru makes Eä with the Secret Fire at its center.
• Many Ainur enter Eä. 1.9 - Years of the Trees

Before the making of the Sun dates are given in Valian Years In some cases, after V.Y. 4580, exact chronological order
and not all events can be precisely dated. In such cases events cannot be determined and the placement of undated entries is
are given in chronological order between known dates. For estimated.
consistency, all dates prior to the first sunrise have been given
in Valian years. These can be converted to Years of the Lamps * 3501 - A new tally of years is begun with Year of the
by subtracting 1900 or Years of the Trees by subtracting 3500. Trees 1.
* Aulë the Smith makes the Dwarves but is not allowed to
All entries are derived from The Annals of Aman (see awaken them; Yavanna thinks of the Ents in response.
references) unless otherwise noted. * 4500 - The Valar hold council to discuss the concerns of
Oromë and Yavanna regarding Middle-earth and the
impending arrival of the Eruhíni, or Children of Ilúvatar.
1.7 - Valian years * Varda begins gathering light from the Trees of the Valar
for the Great Stars.
* 1 - After many ages completing labours in the halls of Eä, * Varda sets the Menelmacar and other constellations in the
including Varda's crafting of the stars, the Valar descended sky.
into Arda at the time of its origin. * 4550 - Varda finishes her work on the Great Stars, setting
* First War: Melkor assaults his brethren and disrupts the the Sickle of the Valar in the north as a challenge to Melkor.
ordered symmetry they seek to build within Arda.
* 1500 - Tulkas arrives, the last of the Valar to descend into 1.10 - First Age
Arda: Melkor runs from him and hides in the halls of Eä.
* The Valar began their labours anew and ordered the lands
and seas to their liking. During the Years of the Trees the First Age of the Children of
Ilúvatar begins, at the Awakening of the Elves.

1.8 - Years of the Lamps * 4550 - Eru Ilúvatar awakens the Elves.
* Melian the Maia departs for Middle-earth.
* 1900 - The Two Lamps, Illuin and Ormal, are set upon * 4580 - Melkor discovers and begins capturing Elves in
pillars to provide light for Arda. secret.
* Ordering of Arda by the Valar. They form the isle of * Melkor begins breeding the Orcs from captured Elves, and
Almaren to dwell upon. the Trolls
* Spring of Arda: first forests grow, and non-humanoid * 4585 - Oromë first learns of the Elves
animals are awakened. * 4586 - Oromë returns to Valinor, informs the other Valar
* Melkor's spies and secret friends, chief among them a of the dangers faced by the Elves, and then returns
great craftsman of the folk of Aulë, later named Sauron, immediately to Cuiviénen.
inform him that the Valar are weary from their labours. * 4590 - The Valar march to war against Melkor on behalf
* 3400 - Wedding of Tulkas and Nessa. Melkor returns in of the Elves.
secret with followers from Eä and begins building Utumno. * 4592 - The Valar lay siege to Utumno.

Page 7
1. 10 - F I R S T A G E

* Melian begins dwelling in Nan Elmoth and caring for the Valinor proper. The Noldor remain in Tirion under their lord,
living things that have been awakened in Beleriand. Finwë.
* 4599 - Melkor is captured and Utumno destroyed. Sauron * 4669 - Birth of Fëanor. Rúmil invents writing.
escapes capture and remains in Angband, breeding Orcs and * Death of Míriel.
Trolls for Melkor. * Nogrod and Belegost founded by Dwarves; Khazad-dûm
* 4600 - Melkor is taken to Valinor in chains and sentenced founded by Durin the Deathless.
to serve a term in the Halls of Mandos for three Ages. * 4690 - Fingolfin born
* 4601 - The Valar decide to summon the Elves to dwell * c.4700 - Lúthien born
with them in Aman. * 4730 - Finarfin born
* 4602 - Oromë brings three ambassadors of the Elves to * 4750 - Dwarves of Nogrod and Belegost are met by the
Aman: Ingwë of the Vanyar, Finwë of the Noldor, and Elwë of Sindar, establishing trade. Fëanor develops the Tengwar.
the Teleri * Daeron devises the Cirth.
* 4604 - The three ambassadors return and work to convince * c.4780 - Orcs begin to appear in Beleriand.
the Elves to accept the summons of the Valar. They * 4850 - The Nandor, under Denethor, arrive in Beleriand,
accumulate many followers. becoming known as the Green Elves of Ossiriand. The Halls
* 4605 - Great Journey of the Elves: The Elves depart for of Menegroth finished.
Aman (not all answer the summon—see Sundering of the * 4863 - Galadriel born.
Elves) * 4900 - Melkor, freed from his sentence, begins corrupting
* 4615 - The Elves reach the great river which would later some of the Noldor.
be called Anduin. * 4950 - Fëanor completes the forging of the Silmarils.
* A group of Teleri under Lenwë (or Dan) abandon the * 4990 - Fëanor, deceived by Melkor, draws arms against
March at Anduin and become the Nandor his brother and is banished from Tirion: his father, Finwë, and
* Fathers of the Dwarves and first Ents awakened by Eru many of the Noldor follow him in exile to Formenos.
Ilúvatar; Elves discover the Ents and begin teaching them * 4992 - Fëanor argues with Melkor at Formenos. Melkor
language. hides from capture by the Valar and joins forces with
* 4625 - The Vanyar and Noldor arrive in Beleriand. Ungoliant.
* 4628 - The Teleri arrive in Beleriand after tarrying in the * 4995 - The Darkening of Valinor. Manwë tries to heal the
great forests of Eriador. feud of the Noldor, and summons Fëanor to a festival in
* 4630 - Elwë meets Melian and is entranced. Valimar. Melkor and Ungoliant destroy the Two Trees, kill
* 4632 - Ulmo is unwilling to wait until Elwë is found, and Finwë and steal the Silmarils. Fëanor and his sons swear an
the Vanyar and Noldor are ferried across on the island of Tol oath to regain the Silmarils and the majority of the Noldor
Eressëa, while the Teleri stay behind, looking for their lord. depart from Valinor; Noldor kill many Teleri and seize their
* 4633 - The Vanyar and Noldor settle in Eldamar and ships in the First Kinslaying.
begin building Tirion * 4996 - Prophecy of Mandos: the Noldor are banished from
* 4640 - Tirion is finished, Mindon Eldaliéva is built. Valinor and face great doom.
* Ingwë and many of the Vanyar leave Tirion to dwell with * 4997 - Melkor returns to Angband, and tries to take
Manwë in Valinor. Beleriand: First Battle of Beleriand is fought; Denethor of the
* 4642 - Yavanna gives the White Tree, Galathilion, to the Green-elves slain and the Havens of the Falas are besieged.
Noldor. The Noldor arrive at Helcaraxë; Fëanor and his host betray the
* 4649 - Ulmo finally returns for the Teleri, but many stay sons of Indis and sail across, then burn the ships. Return of the
behind because Elwë is not yet found, and become the Sindar. Noldor to Middle-earth. Morgoth's army attacks Fëanor.
Another group remains behind at the request of Ossë, and Dagor-nuin-Giliath ("the Battle under Stars") is fought. Fëanor
together with those who came too late they become the Elves is slain by Balrogs in sight of Angband. Maedhros taken
of the Falas under Círdan. captive.
* 4651 - The majority of the Teleri are ferried across on Tol * The Valar hide Valinor behind the Enchanted Isles and
Eressëa, which is anchored in the Bay of Eldamar. They take raise the Pelóri mountains to greater heights; they begin
Elwë's brother, Olwë, as lord. devising the Moon and Sun.
* 4652 - Elwë awakes from slumber and reunites with the * 5000 - The remainder of the Noldor arrives in Middle-
Sindar. He becomes known as Thingol, settling in Doriath. earth; the Moon arises.
* 4661 - The Teleri of Tol Eressëa learn the art of
shipbuilding, and ferry across the bay of Eldamar to Aman,
where they found the city of Alqualondë.
* 4665 - The last Vanyar abandon Tirion and settle in

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1. 10 - F I R S T A G E

Second House of the Edain perish, but next year Haleth leads
1.10.1 - Y EARS OF THE S UN IN THE F IRST A GE the remnants to Estolad.[2]
* 390 - Haleth lead her people from Eriador and in 391 they
come to the lands south of Taeglin. The majority later enter
From this time on years are of normal length. Events from
the forest of Brethil.[2][4]
Valinor during the Years of the Sun cannot be accurately
* 400 - Return of Aredhel and Maeglin to Gondolin; later,
dated. All entries are derived from The Grey Annals (see
Eöl and Aredhel die.
references) unless otherwise noted. The dating begins anew at
* 410 - The province of Ladros is officially granted to
1, although these years are still held to be part of the First Age.
Boromir of the House of Bëor.[2]
* 416 - Dor-lómin is granted to the House of Marach.[2]
* 1 - The Sun first sets sail, start of reckoning by 'Years of
* 432 - Birth of Beren Erchamion.[5]
the Sun', Awakening of Men in Hildórien.
* 455 - Morgoth breaks the Siege of Angband in Dagor
* 5 - Fingon rescues Maedhros. The feud between the
Bragollach ("Battle of Sudden Flame"); Dorthonion is laid
Noldor is healed.
waste, people of Barahir become outlaws. Capture of Finrod's
* 7 - Sons of Fëanor depart to Eastern Beleriand.
fortress of Minas Tirith by the forces of Sauron; Tol Sirion is
* 20 - The Mereth Aderthad (Feast of Reuniting) is held at
renamed Tol-in-Gaurhoth, "Isle of Werewolves".[6]
Eithel Ivrin.
* 456 - Fingolfin challenges Morgoth to single combat and
* 50 - Turgon and Finrod are told by Ulmo to establish a
is slain.
refuge.
* 458 - Húrin and Huor are separated from the Folk of
* 52 - Finrod begins building Nargothrond.
Brethil during a battle and are brought to Gondolin by
* 60 - Dagor Aglareb: the Noldor defeat Morgoth's forces
Thorondor.
and start the Siege of Angband
* 459 - Húrin and Huor return out of Gondolin to Dor-
* 60–c. 200 - Melkor is absent from Angband, after
lómin.
discovering Men. Persuaded by Melkor, Men stop
* 460 - Barahir and companions are betrayed by Gorlim and
worshipping Eru Ilúvatar and turn to evil, but some revolt: the
killed, but Beren survives.
Atanatári. These travel to the West in search for the Valar,
* 462 - Morgoth tries to assault Hithlum but is withstood by
aided by Avari Elves and Dwarves. According to legend, Men
Fingon and Círdan.
now lose the gift to die at will as the result of divine
* 463 - The first hosts of Easterlings appear in Beleriand.
punishment, and are doomed to lead short life-spans at the end
* 464 - Birth of Túrin Turambar in Gwaeron (March).[7]
of which death takes them by force.[1]
Beren departs for Doriath and is enchanted by Lúthien.
* 64 - Turgon begins building Gondolin.
* 465 - Beren sets on a Quest of the Silmaril, comes to
* 65 - The havens of Brithombar and Eglarest are fortified;
Nargothrond and receives help of Finrod Felagund. They are
the Tower of Barad Nimras is built.
imprisoned in Tol-in-Gaurhoth. Finrod is slain by a werewolf,
* 67 - Quenya is prohibited by Thingol.
but Beren is rescued by Lúthien. Celegorm and Curufin are
* 102 - Completion of Nargothrond: Finrod's folk depart
exiled from Nargothrond and try attacking them.
from Hithlum.
* 466 - Birth of Lalaith in the beginning of spring.[7] Beren
* 116 - Completion of Gondolin. Turgon's people begin the
and Lúthien come to Angband and achieve the Quest of the
migration from Nevrast in secret.
Silmaril. They return to Doriath, but Carcharoth ravages the
* 150 - The Dwarves renew their trade in Beleriand.
land. Beren dies, and Lúthien abandons life. She pleads with
* 155 - An assault upon Hithlum from the Firth of Drengist
Mandos and Beren and Lúthien are restored to life as mortals;
is defeated by Fingolfin's forces.
they take up bodies again in Ossiriand.
* 260 - Glaurung ravages Ard-galen, but is driven back to
* 468 - The Union of Maedhros is begun.
Angband. The Long Peace begins.
* 469 - Death of Lalaith in autumn.[7]
* 310 - Bëor leads The First House of the Edain into
* 472 - Nírnaeth Arnoediad, "The Battle of Unnumbered
Beleriand: they are discovered by Finrod. They move to
Tears", is fought at midsummer. Morgoth utterly defeats the
Estolad, and after a few years the Second House enters
Elves and Edain. Fingon and Huor are slain, but Gwindor and
Thargelion and the Third settles in Estolad.[2][3]
Húrin are captured. Easterlings invade Hithlum, in autumn
* 316 - Aredhel departs from Gondolin and comes to Eöl.
Morwen sends Túrin to Doriath. Birth of Tuor, son of Huor.
* 320 - The Edain begin migrating from Estolad to
* 473 - Birth of Nienor in the beginning of year; Túrin
Dorthonion, Hithlum and Talath Dirnen.[2]
reaches Doriath. Siege and capture of the Havens of the Falas.
* 369 - Many of the Edain, led by Bereg, leave to Eriador.
* 481 - Dor-lómin is cut off; Túrin goes to the marches of
[2]
Dimbar.[8]
* 375 - An attack of orcs on Thargelion; many of the
* 484 - In summer he slays Saeros, flees from Doriath and

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1. 10 - F I R S T A G E

joins the outlaws. Havens'.


* 485 - In spring Túrin becomes their leader, meets Beleg in * 525 - Eärendil marries Elwing. Tuor feels 'Unquiet of
summer.[7] In summer Mîm leads the outlaws to Amon Rûdh. Ulmo' and sails into the West in the ship Eärrámë with Idril.
[7] * 532 - Elrond and Elros are born to Eärendil and Elwing.
* 486 - In the beginning of year Beleg joins Túrin; by [11]
autumn Dor-Cúarthol prospers.[7] * 534 - Eärendil begins his great voyages
* 489 - In autumn Amon Rûdh is taken; Túrin captured, but * 538 - Third Kinslaying: while Eärendil is away the
is rescued by Gwindor and Beleg, and slays the latter. remaining Sons of Fëanor attack the people of the Mouths of
* 490 - In the beginning of year Túrin is healed at Eithel Sirion trying to claim the Silmaril. Elwing casts herself with
Ivrin, comes to Nargothrond. Gurthang is reforged, Túrin the Jewel in the sea but is brought to Eärendil by Ulmo. Of the
becomes known as the Blacksword. Sons of Fëanor only Maedhros and Maglor now remain.
* 494 - In autumn Morwen and Nienor flee to Doriath. * 540 - Morgoth destroys the dwellings of Fëanorians upon
* 495 - Fall of Nargothrond in autumn; Orodreth and Amon Ereb. The last inhabitants of Beleriand flee to the south
Gwindor perish. In the beginning of winter Túrin passes Ivrin; or to the Isle of Balar. Morgoth's triumph is complete.
Tuor comes to Gondolin. * 542 - Eärendil arrives in Valinor and delivers the errand
* 496 - Túrin rises a revolt in Dor-lómin;[9] in the of the Two Kindreds.
beginning of spring he comes to Brethil, Morwen with Nienor * 545 - The Host of the Valar arrives in Beleriand.
journey to Nargothrond; Níniel comes to Brethil. * 545–587 - The War of Wrath. Morgoth is defeated; the
* 497 - Turambar asks Níniel in marriage, but she delays.[7] remaining two Silmarils are stolen by Maedhros and Maglor,
* 498 - Turambar marries Níniel in autumn;[9] before the but are lost in the earth and in the sea; most of Beleriand and
end of the year he returns to warfare. the lands to the north are sunk.
* 499 - In spring Níniel conceives; in the beginning of * 590 - Morgoth is cast into the Void; the Elves are
summer slaying of Glaurung, and deaths of Túrin Turambar summoned to Valinor and settle in Tol Eressëa; a small part of
and Nienor Níniel.[7] the Noldor and Sindar remain in Lindon or depart east and
* 500 - Húrin released from captivity.[9] establish realms.
* 501 - Death of Morwen. The Kin-strife in Brethil is
brought about by Húrin.[9]
* 502 - Húrin brings the Nauglamír from Nargothrond to 1.11 - Second Age
Thingol.[9]
The Second Age was 3441 years long. All entries are derived
From this point the entries are derived from The Tale of Years from Appendix B (see references) unless otherwise noted.
of the First Age (see references) unless otherwise noted.
* 1 - Foundation of Mithlond the Grey Havens under
* 502 - Reforging of the Nauglamír and quarrel of Thingol Círdan, and Lindon as the Noldorin Kingdom under Gil-galad
and the Dwarves. Thingol is slain.[10] Melian returns to * 32 - Edain reach Númenor, Elros is crowned first King of
Valinor in grief. Númenor
* 503 - Doriath is sacked by Dwarves of Nogrod. Beren and * c. 40 - Many Dwarves abandon the ruined cities of
the Laiquendi destroy the Dwarves, with the help of the Ents Belegost and Nogrod in the Ered Luin and join Durin's folk in
who prevent the Dwarves' escape; Lúthien receives and wears Moria
the Silmaril, Dior travels to Doriath and tries to restore it. * 61 - Birth of Vardamir Nólimon, eldest child of Elros.
Birth of Eärendil and Elwing. Final deaths of Beren and Subsequently three more children are born.
Lúthien; Dior receives the Silmaril in autumn. * 192 - Birth of Tar-Amandil
* 506–7 - Sons of Fëanor attack Doriath at Yule. Doriath is * 222 - Birth of Nolondil
destroyed in the Second Kinslaying; Dior, Celegorm, Curufin, * 350 - Birth of Tar-Elendil
and Caranthir are all slain. Elwing escapes for the Mouths of * 361 - Birth of Eärendur
Sirion with the Silmaril. * 442 - Elros, also known as Tar-Minyatur, dies. Vardamir
* 509 - Maeglin captured by Morgoth's spies. Nólimon succeeds the throne but abdicates immediately. Tar-
* 510 - Gondolin is betrayed by Maeglin and sacked; Amandil becomes third king of Númenor.
Glorfindel slays a Balrog in the Echoriath, Ecthelion slays * c. 500 - Sauron arises again in Middle-earth
Gothmog, both of them killed as well. Death of Turgon. Tuor * 521 - Silmariën is born in Númenor,[12] line of lords of
and Idril escape. Andúnië splits off the line of Kings
* 511 - Tuor and Idril bring Eärendil and refugees of * 532 - Isilmë, sister of Silmariën, born
Gondolin to the Mouths of Sirion which prosper as 'New

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* 543 - Meneldur, brother of Silmariën, born * 2350 - Pelargir is built by the Elendili
* 590 - Tar-Elendil becomes fourth king of Númenor. * 2386 - Tar-Telemmaitë becomes fifteenth king of
* 600 - First Númenórean ships sail to Middle-earth. Númenor.
* 700 - Anardil born * 2526 - Tar-Vanimeldë becomes third Queen and sixteenth
* 740 - Tar-Meneldur becomes fifth king of Númenor. ruler of Númenor.
* 750 - the Noldor found the realm of Eregion near Moria * 2637 - Herucalmo seizes the throne and rule as Tar-
* 870 - Anardil weds Erendis. Anducal, but he is not counted in the list of kings.
* 873 - Ancalimë born * 2657 - Tar-Alcarin becomes seventeenth king of
* 875 - Tar-Aldarion founds Vinyalondë on the Enedwaith Númenor.
coast of Middle-earth for lumbering and ship repair. * 2737 - Tar-Calmacil becomes eighteenth king of
* 882 - Anardil and Erendis separate Númenor.
* 883 - Tar-Aldarion becomes sixth king of Númenor. * 2825 - Tar-Ardamin becomes nineteenth king of
* 985 - Death of Erendis, apparently by drowning. Númenor.
* c. 1050 - Sauron begins building Barad-dûr * 2899 - Ar-Adûnakhôr becomes twentieth king of Númenor
* 1075 - Tar-Ancalimë becomes the first Queen and seventh and the first to take his royal name in Adûnaic, the language of
ruler of Númenor. Men, instead of Quenya, the high language of the Elves
* c. 1200 - Sauron seduces and deceives the Noldor in * c. 2900 - Teaching of Elvish languages prohibited in
Eregion, but Gil-galad mistrusts him and refuses to work with Númenor.
him; the Númenóreans begin building permanent havens in * 2962 - Ar-Zimrathôn becomes twenty-first king of
Middle-earth at Lond Daer, Umbar, and other places Númenor.
* 1280 - Tar-Anárion becomes seventh king of Númenor. * 3033 - Ar-Sakalthôr becomes twenty-second king of
* c. 1350 - Celeborn and Galadriel together with their Númenor.
daughter Celebrían emigrate from Eregion to Lórien; * 3102 - Ar-Gimilzôr becomes twenty-third king of
Celebrimbor becomes lord of Eregion Númenor.
* 1394 - Tar-Súrion becomes eighth king of Númenor. * c. 3110 - Usage of Elvish languages and visit of the Elves
* c. 1500 - the Noldor under Celebrimbor are instructed by prohibited in Númenor.
Sauron, beginning of the forging of the Rings of Power * 3119 - Birth of Elendil
* 1566 - Tar-Telperiën becomes the second Queen and tenth * 3177 - Tar-Palantir repents, resulting in a civil war in
ruler of Númenor. Númenor
* c. 1590 - The Three Rings are completed in Eregion. * 3209 - Birth of Isildur
* c. 1600 - Forging of the One Ring; Barad-dûr completed; * 3219 - Birth of Anárion
Celebrimbor begins fighting Sauron * 3243 - Death of Gimilkhâd, at 198 years old.
* 1693 - War of the Elves and Sauron begins, the Three * 3255 - Ar-Pharazôn the Golden weds his first cousin
Rings are hidden Míriel, the daughter of Tar-Palantir, and seizes the throne of
* 1695 - Elrond sent to Eregion as lieutenant of Gil-galad Númenor
* 1697 - Eregion destroyed, Elrond establishes the refuge of * 3261 - Ar-Pharazôn sails to Middle-earth landing at
Rivendell, Celebrimbor dies, the gates of Moria are shut. Umbar, and takes Sauron captive
* 1699 - Rivendell and Lindon besieged, Sauron overruns * 3262 - Sauron is taken as prisoner to Númenor, but begins
Eriador. corrupting the Númenóreans
* 1700 - Minastir sends a great navy to Lindon; Sauron * c. 3265 - Sauron becomes Ar-Pharazôn's court advisor.
defeated; Sauron's forces retreat from Eriador and the coasts * c. 3280 - Isildur steals a fruit from Nimloth. The White
* 1731 - Tar-Minastir becomes eleventh king of Númenor. Tree is felled and burnt in Sauron's Temple thereafter.
* c. 1800 - Númenor begins establishing permanent * c. 3300 - Sauron establishes himself as High Priest of
settlements in Middle-earth, Sauron extends his power Melkor, "Lord of the Dark"; Elendili are openly persecuted
eastwards. and sacrificed to Morgoth
* 1869 - Tar-Ciryatan becomes twelfth king of Númenor. * 3310 - At Sauron's instigation, Ar-Pharazôn begins
* 2029 - Tar-Atanamir the Great becomes thirteenth king of building the Great Armament.
Númenor but is hostile to the Valar. The Elendili or "Faithful" * 3318 - Birth of Meneldil, fourth child of Anárion and last
still receive the Elves in secret. man born in Númenor
* 2221 - Tar-Ancalimon becomes fourteenth king of * 3319 - Ar-Pharazôn sets foot on Aman; the World is
Númenor.[13] Changed: Aman and Tol Eressëa are removed from Arda,
* 2251 - The Ringwraiths first appear. Númenor is drowned, and the world is made round; Elendil
* 2280 - Umbar is fortified by the Númenóreans and his sons arrive on the shores of Middle-earth

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* 3320 - Founding of Gondor and Arnor by Elendil and his city


sons, Isildur and Anárion; Umbar as realm in exile founded by * 1030 - Siege of Umbar ends, Umbar retaken by Black
Black Númenóreans. Sauron returns to Mordor. Númenóreans.
* 3429 - Sauron attacks Gondor, conquers Minas Ithil and * 1050 - Hyarmendacil I, king of Gondor, conquers Umbar,
burns the White Tree; Isildur flees to Arnor while Anárion Hobbits migrate to Eriador. The shadow of Sauron falls upon
defends Osgiliath and Minas Anor Greenwood the Great, which is renamed Mirkwood.
* 3430 - The Last Alliance of Elves and Men is formed * 1149 - Death of Hyarmendacil I, Atanatar II takes the
* 3434 - The Last Alliance crosses the Misty Mountains; sceptre of Gondor
Sauron's forces are defeated in the Battle of Dagorlad; Siege of * c. 1200 - Rulers of Rhovanion assume the title "King of
Barad-dûr begins Rhovanion"
* 3440 - Anárion is slain * 1248 - Rómendacil II of Gondor strikes decisive blow to
• 3441 - Elendil and Gil-galad face Sauron in hand the Easterlings; forms a strong alliance with Rhovanion, to
to hand combat, but they themselves perish; which he cedes all the lands east of Anduin
Isildur takes the shards of his father's sword Narsil * 1255 - Eldacar born
and cuts the One Ring from Sauron's finger. * c. 1259 - Castamir born[14]
Sauron's physical form is destroyed. In the * 1300 - Nazgûl reappear in Middle-earth, the kingdom of
aftermath of the War, many Elves of Gil-galad's Angmar first appears at Arthedain's north-eastern border, built
following depart to Valinor: end of the Noldorin by the Witch-king, later revealed as Lord of the Nazgûl.
realms in Middle-earth. * 1344 - Death of Vidumavi
• * 1356 - King Argeleb I of Arthedain is killed during an
invasion by Rhudaur, now controlled by Angmar; his son,
1.12 - Third Age Arveleg I, ascends the throne
* 1366 - Valacar ascends the throne of Gondor
The Third Age was 3,021 years long. All entries are derived * 1409 - Cardolan is conquered by the kingdom of Angmar
from Appendix B (see references) unless otherwise noted. and Rhudaur disappears; Weathertop watchtower and
fortifications are burned and destroyed
Note on Shire Reckoning: Year 1601 of the Third Age, in * 1432 - Eldacar succeeds his father, Valacar, as king of
which the Shire was founded, is year 1 of the Shire Reckoning. Gondor
Thus, Third Age years can be converted into their Shire * 1437 - Castamir the Usurper, Lord of Ships, usurps throne
equivalents by deducting 1600. of Gondor (see Kin-strife); Osgiliath's palantír is lost in the
river
* Year 2 - Planting of the Second White Tree at Minas * 1447 - Eldacar reclaims Gondor with a Rhovanion army
Tirith, Death of Isildur by Orcs in the Disaster of the Gladden and kills Castamir
Fields, losing the One Ring in the Gladden river * 1448 - Sons of Castamir the Usurper and most of the fleet
* 109 - Elrond weds Celebrían, daughter of Celeborn and of Gondor flee south to Umbar; become known as the Corsairs
Galadriel of Umbar
* 129 - Elrohir and Elladan are born to Elrond and * 1540 - King Aldamir of Gondor is slain by Haradrim
Celebrían * 1600 - Two Fallohide (see Hobbit) brothers decided to
* 241 - Arwen Undómiel is born to Elrond and Celebrían cross the River Baranduin and settle on the other side, and are
* 490 - Easterlings invade Gondor followed by large numbers of Hobbits
* 541 - Easterlings invade Gondor once more, slaying King * 1601 - The Shire is first settled by Hobbits
Rómendacil * 1634 - Corsairs of Umbar attack Gondor, slaying king
* c. 550 - King Turambar of Gondor defeats the Easterlings Minardil at Pelargir, and raiding the city
of Rhûn; the Kingdom of Rhovanion becomes an ally of * 1636 - The Great Plague decimates Gondor and
Gondor Rhovanion; Cirith Ungol is abandoned
* 861 - Following Eärendur's death, the kingdom of Arnor * 1810 - King Telumehtar of Gondor destroys Umbar;
breaks up into Arthedain, Cardolan and Rhudaur renames himself Umbardacil
* 933 - Eärnil I of Gondor takes Umbar in a surprise attack * 1851 - The Wainriders first attack Gondor
* 936 - Eärnil I lost at sea * 1856 - The Wainriders overrun eastern territories of
* c. 1000 - The Wizards come to Middle-earth Gondor; death of Narmacil II in battle.
* 1015 - Hyarmendacil I ascends throne of Gondor * 1899 - Gondor attacks Wainriders from the east; the
* 1015 - Black Númenóreans of Umbar besiege their old Kingdom of Rhovanion, occupied by Wainriders, rebels and is
freed

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* 1936 - Ondoher succeeds Calimehtar as king of Gondor the people of Éothéod


* 1944 - During an invasion by the Wainriders and the * 2545 - Eorl the Young, king of Rohan, dies in the battle in
Haradrim, King Ondoher of Gondor is killed in battle with his the Wold against the Easterlings. Brego succeeds him as the
sons; Haradrim, Wainriders and the Variags of Khand take second king of Rohan
Umbar; new Corsairs of Umbar emerge. * 2570 - Aldor, aged only 26, becomes third king of Rohan
* 1945 - Eärnil II succeeds the crown of Gondor at the death of his father Brego; Dragons attack the Dwarf
* 1964 - Arvedui, son of King Araphant of Arthedain, settlements in the Grey Mountains
ascends the throne * 2589 - Dáin I and his son Frór are killed by a cold-drake
* 1974 - The kingdom of Arthedain is conquered by * 2590 - Thrór, son of Dáin I, leaves the Grey Mountains
Angmar and resettles The Lonely Mountain, his brother, Grór, settles
* 1975 - Gondor destroys Angmar in the Battle of Fornost, in the Iron Hills
death of Arvedui * 2645 - Fréa becomes fourth king of Rohan after the death
* 1980 - The Moria Dwarves awaken Durin's Bane, a of his father Aldor ('the Old')
Balrog, which kills Durin VI, king of Khazad-dûm; the Nazgûl * 2659 - Fréawine, fifth King of Rohan
return to Mordor and lay siege to Minas Ithil. * 2680 - Goldwine, sixth King of Rohan
* 1981 - Durin VI's son, Náin I, is also killed, and the * 2699 - Déor, seventh king of Rohan
Dwarves flee Moria; deaths of Amroth and Nimrodel * 2718 - Gram, eighth king of Rohan
* 1999 - Erebor is founded by Thráin I, discovers * 2741 - Helm Hammerhand ninth king of Rohan ascends
Arkenstone the throne as last king of the first line
* 2043 - King Eärnil II of Gondor dies and his son, the * 2746 - Amrothos, fifteenth Prince of Dol Amroth, falls
Witch-king's old enemy, Eärnur inherits the throne. Upon his while defending Dor-en-Ernil against the Corsairs of Umbar
coronation, the Witch-king challenges him to combat, but * 2747 - Bandobras "Bullroarer" Took leads a force of
King Eärnur refuses. hobbits and defeats invading Orcs of the Misty Mountains in
* 2050 - The Witch-king again challenges King Eärnur, this the Northfarthing at the Battle of Greenfields
time he accepts. Eärnur rides out of Minas Tirith to meet the * 2758 - Dunlendings, under Wulf, invade Rohan, supported
Witch-king in Minas Morgul. He enters the city's gates and is by the Corsairs of Umbar
never seen again, thus ending the reign of the Gondorian * Long Winter of 2758–2759 - The Dunlendings lay siege to
Kings and causing the beginning of the Ruling Stewards of Hornburg
Gondor, until the time of King Elessar. * 2759 - Helm Hammerhand, king of Rohan, freezes to
* 2063 - Gandalf drives Sauron from Dol Guldur. The death outside the fortress of Helm's Deep, where he and his
Watchful Peace begins. loyal subjects have taken refuge from the Dunlendings. He is
* 2210 - Thorin I, son of Thráin I, leaves Erebor with most succeeded by his nephew Fréaláf Hildeson; Saruman settles in
of his people, settles in the Grey Mountains Isengard
* 2430 - Approximate birth year of Sméagol * 2770 - Smaug lays waste to the town of Dale and captures
* 2460 - Sauron returns to Middle-earth; establishes himself Erebor with all of its treasure. The surviving dwarves there are
in Dol Guldur in southern Mirkwood. The Watchful Peace driven into exile.
ends. * 2790 - Thrór enters Moria and is killed by Orc chieftain
* 2463 - Sméagol (later known as Gollum) becomes the Azog, starting the War of the Dwarves and Orcs
fourth bearer of the One Ring, after killing his cousin Déagol * 2798 - Fréaláf Hildeson, tenth king of Rohan, dies. He is
* 2475 - First Uruks appear out of Mordor in attacks on followed by his son Brytta Léofa
Gondor. * 2799 - The Battle of Azanulbizar, the culmination of the
* 2501–2510 - Eorl the Young, lord of the Éothéod and first War of the Dwarves and Orcs, is fought on Moria's East Gate,
king of Rohan (2510–2545). in which the Dwarves defeat the Orcs of Moria, including
* 2509 - Cirion, Steward of Gondor, sends summons to the slaying their chieftain Azog, but lack the strength to retake
Éothéod for military aid; Celebrían is waylaid by Orcs, Moria.
receives a poisoned wound, and consequentially departs * 2802 - Thráin II, son of Thrór settles in the Blue
Middle-earth Mountains
* 2510 - The alliance between Rohan and Gondor comes * 2842 - Brytta Léofa, eleventh king of Rohan, dies.
into existence. The Easterlings launch a massive invasion of Succeeded by his son Walda.
Gondor. The Balchoth invade Rhovanion (which disappears as * 2845 - Thráin II is captured by forces of Sauron and
an independent realm) and Gondor, conquering much of imprisoned in Dol Guldur after having wandered for four years
Calenardhon, but are driven back by the people of Éothéod; trying to reclaim the lost treasure at Erebor and the last of the
Gondor gives the now-uninhabited province of Calenardhon to Dwarven Rings of Power is taken from him

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* 2850 - Gandalf enters Dol Guldur and confirms that the his father.
evil thereby found is indeed Sauron returned; Thráin II, * 2982 - Birth of Meriadoc Brandybuck (Merry)
broken, raving, and dying, gives Gandalf his map and key to * 2983 - Birth of Faramir
be passed on to his son, Thorin Oakenshield * 2989 - Frodo Baggins comes under the guardianship of
* 2851 - Walda, twelfth king of Rohan, is killed by an orc, Bilbo Baggins; a company of Dwarves, led by Balin, try to
his son Folca succeeds him recolonize Moria
* 2864 - Folca, thirteenth king of Rohan, is killed by the * 2990 - Birth of Peregrin Took (Pippin)
Boar of Everholt. He is succeeded by his son Folcwine * 2991 - Birth of Éomer
* 2879 - Birth of Gimli * 2994 - Balin is killed; the dwarf-colony in Moria is
* 2885 - Harondor is once again claimed by the Haradrim, destroyed
supported by the Corsairs of Umbar. Fastred and Folcred, the * 2995 - Birth of Éowyn
twin sons of king Folcwine, were killed during the Battle of * 3001 - Bilbo Baggins turns 111, passes the One Ring on to
Crossings of Poros Frodo Baggins, and leaves the Shire. From now on Aragorn
* September 22, 2890 - Bilbo Baggins is born and Gandalf intermittently hunt Gollum
* 2903 - Folcwine, fourteenth king of Rohan, dies and is * 3002 - Lalia Clayhanger, the matriarch of the Took clan,
succeeded by his youngest son Fengel dies, aged 119, and possibly pushed by Pearl Took;[16] Bilbo
* 2907 - Birth of Gilraen (later wife of Arathorn II) settles in Rivendell
* Fell Winter of 2911–2912 - wolves invade the Shire. * 3007 - Gilraen, Aragorn II's mother passes away at the age
Tharbad is ruined in the following floods. of 100 years
* 2930 - Arathorn II becomes the Chieftain of the Dúnedain * 3014 - Saruman begins using his influence to weaken
* 2931 - Birth of Aragorn, son of Arathorn II and Gilraen Théoden, king of Rohan
* 2933 - Arathorn II is killed while hunting Orcs * 3017 - Gollum is released from Mordor; Aragorn finally
* March 15, 2941 - Thorin Oakenshield meets with Gandalf tracks him down in the Dead Marshes, and brings him as a
the Grey at the Prancing Pony in Bree, the Quest of Erebor captive to King Thranduil's halls in Mirkwood
begins
* July, 2941 - Bilbo Baggins obtains the One Ring; the
White Council drives Sauron out of Dol Guldur
* October, 2941 - Esgaroth is attacked by the dragon 1.12.1 - "T HE G REAT Y EARS "
Smaug, who is consequentially killed by Bard the Bowman;
Thorin Oakenshield, Fíli, and Kíli killed at the Battle of Five All entries are derived from Appendix B (see references)
Armies along with Bolg son of Azog; Dáin II Ironfoot unless otherwise noted.
becomes King of The Lonely Mountain; Town of Dale
reestablished by Bard
* June 22, 2942 - Bilbo Baggins returns to Bag End 1.12.1.1 - 3018
* 2951 - Sauron reveals himself in Mordor, and starts
raising Barad-dûr anew. Estel, later known as Aragorn, comes
of age and is told about his heritage; the Corsairs of Umbar * The Ringwraiths are given the task of retrieving the One
officially ally themselves with Mordor and destroy great Ring;
monument commemorating Ar-Pharazôn's victory over Sauron * April 11 - Gandalf reaches Hobbiton. He returns to the
* 2953 - Last meeting of the White Council. Fengel, Shire, telling Frodo Baggins he must take the Ring away
fifteenth king of Rohan, dies. His son Thengel returns to * June 20 - Sauron attacks Osgiliath.
Rohan to succeed him. * July 4 - Boromir leaves Minas Tirith
* 2956 - Aragorn first meets Gandalf the Grey * July 10 - Saruman imprisons Gandalf in Orthanc
* 2957-2980 - Aragorn as Thorongil serves in the armies of * September 18 - Gandalf escapes from Orthanc
King Thengel of Rohan, and Steward Ecthelion II of Gondor * September 19–21 - Gandalf reaches Edoras and is given
* September 22, 2968 - Frodo Baggins is born Shadowfax the horse
* 2978 - Birth of Boromir * September 23 - Frodo leaves Bag End
* 2980 - Arwen pledges her hand in marriage to Aragorn; * September 26 - Frodo meets Tom Bombadil
Frodo Baggins loses both of his parents in a boating accident; * September 30 - Aragorn meets Frodo Baggins in the Inn
Aragorn, in the service of the Steward of Gondor Ecthelion II of the Prancing Pony in Bree.
leads a taskforce south and kills the Captain of the Haven, * October 6 - Frodo wounded at Weathertop
ruler of Umbar; Samwise Gamgee born;[15] Théoden, son of * October 20 - Frodo crosses the ford of Bruinen
Thengel, becomes seventeenth king of Rohan after the death of

Page 14
1. 12 - T H I R D A G E

* October 25 - Council of Elrond at Rivendell * March 25 - The Host is surrounded on the Slag-hills.
* December 25 - The Fellowship of the Ring sets out in the Frodo and Sam reach the Sammath Naur. Gollum (Sméagol)
evening from Rivendell seizes the One Ring and falls into the Cracks of Doom.
Downfall of Barad-dûr and the passing of the Dark Lord
Sauron.
* May - Arwen Undómiel and her father Lord Elrond of
1.12.1.2 - 3019 Imladris arrive in Lórien, where they are welcomed at Caras
Galadhon by the Lady Galadriel and Lord Celeborn,
grandparents of Lady Arwen through her mother, the Lady
* January 15 - Gandalf falls in Khazad-dûm while fighting a Celebrían.
Balrog. * May - Aragorn is crowned King Elessar of the Reunited
* February 25 - The Fellowship pass the Argonath and camp Kingdom of Arnor and Gondor. Gandalf helps Aragorn to find
at Parth Galen. First Battle of Fords of Isen; Théodred son of the sapling of the new White Tree.
Théoden is slain. * (Date unspecified) - Faramir marries Éowyn.
* February 26 - The breaking of the Fellowship; Boromir is * Mid-year's Day (between June and July) - Aragorn marries
killed. Arwen Undómiel.
* February 29 - Merry and Pippin escape the orcs and meet * July - King Théoden is laid to rest beside other Kings of
Treebeard. Rohan in Edoras.
* March 1 - Aragorn, Legolas and Gimli meet the * September 21 - Hobbits arrive in Rivendell.
resurrected Gandalf the White in Fangorn Forest while looking * September 22 - Saruman arrives in the Shire.
for Merry and Pippin, and they head off for Edoras. Frodo and * November 1 - The four hobbits arrested at Frogmorton.
Sam begin travelling through the Dead Marshes. * November 3 - Battle of Bywater; death of Saruman and
* March 3 - Battle of the Hornburg. Wormtongue, final end to the War of the Ring.
* March 5 - Rohan army reaches Isengard.
* March 7 - Faramir takes Frodo and Sam to Henneth
Annûn.
* March 8 - Aragorn, Legolas and Gimli enter the Paths of 1.12.1.3 - 3020-21
the Dead.
* March 9 - Gandalf and Pippin arrive in Minas Tirith.
* March 10 - Frodo and Sam see the Morgul host led by the * May 1 3020 - Samwise Gamgee marries Rosie Cotton and
Witch-king leave Minas Morgul. An army from Morannon together they move to Bag End on Bagshot Row
takes Cair Andros and marches in Anórien. * 3021 - Éomer marries Imrahil's daughter, Lothíriel of Dol
* March 11 - First assault on Lórien by Dol Guldur. Amroth
* March 12 - Gollum leads Frodo into Shelob's lair. * September 22, 3021 - Bilbo marks his 131st birthday,
* March 13 - Frodo captured by Cirith Ungol orcs. Aragorn surpassing the Old Took
captures the Umbar fleet at Pelargir. * September 29, 3021 - Elrond, Galadriel, Gandalf, Frodo
* March 15 - Witch-king breaks the gate of Minas Tirith in and Bilbo depart for the Grey Havens
the early hours. Denethor burns himself on a pyre. * October 6 - Sam arrives back in Bag End
Confrontation between Gandalf and the Witch-king at the
gate; Horns of the Rohirrim are heard at a cockcrow. Battle of
the Pelennor Fields: Théoden King of Rohan is killed by the 1.13 - Fourth Age
Witch-king; Éomer succeeds him as the eighteenth king of
Rohan. Éowyn and Merry kill the Witch-king. Aragorn, — length uncertain. All entries are derived from the
Rangers, sons of Elrond and men from the southern fiefdoms Appendices to The Lord of the Rings, unless otherwise noted.
of Gondor arrive in the black ships and turn the tide of battle.
Sam and Frodo escape and journey along the Morgai. Battle In the reckoning of Gondor, the Fourth Age began on March
under the trees in Mirkwood; second assault on Lórien. 25, T.A. 3021. Since most of the following events were dated
* March 16 - Debate of the Captains of the West. according to the Shire-reckoning, their years in the Fourth Age
* March 17 - Battle of Dale. King Brand and Dáin Ironfoot cannot be stated with certainty. Some events may have
fall in battle against invading Easterlings. Many Men and occurred in the following year of the Fourth Age.
Dwarves take refuge in Erebor.
* March 18 - Armies leave Minas Tirith. Frodo and Sam * 6 - Peregrin Took marries Diamond of Long Cleeve
join the orc company. * (Date Uncertain) - Birth of Elfwine, son of Éomer and

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1. 13 - F O U R T H A G E

Lothíriel
* (Date Uncertain) - Birth of Elboron, son of Faramir and
Éowyn
* (Date Uncertain) - Birth of Durin VII, descendant
(perhaps son) of Thorin III Stonehelm
* 13 - Peregrin Took becomes thirty-second Thain of the
Shire
* 15 - Death of Glóin, father of Gimli.
* 34 - Death of Prince Imrahil. Imrahil's son Elphir assumes
the Principality.
* 41 - Birth of Holfast Gardner, son and heir of Frodo
Gardner
* 61 - Samwise Gamgee leaves Middle-earth via Mithlond
* 63 - Meriadoc Brandybuck, aged 102, and Pippin leave
the Shire to live in Gondor; death of Éomer, aged 93, whose
son Elfwine ascends the throne of Rohan.
* 67 - Death of Prince Elphir son of Imrahil, twenty-third
Prince of Dol Amroth. Elphir's son Alphros assumes the
Principality.[17]
* 80 - Birth of Harding of the Hill, Sam Gamgee's heir and
great-grandson
* 82 - Death of Faramir, aged 120. His son Elboron assumes
the Principality.[17]
* 91 - Death of Dwalin, brother of Balin, aged 341. NEED TO REGORANIZE DWARF LISTING DETAILS
* 95 - Death of Prince Alphros of Dol Amroth, son of TO BE IN ALPHABETICAL ORDER
Elphir.[17]
* 120 - Death of Aragorn, King of the Reunited Kingdom of
Arnor and Gondor, after 210 years of life and 122 years of 2 - D WARVES O VERVIEW
reign; Aragorn's son Eldarion ascends the throne. According to
legend, on the death of Aragorn, Legolas builds a ship and
sails into the west to the Undying Lands, taking Gimli (now a
very old Dwarf) with him
* 121 - Death of Arwen, aged 2901
* 172 - A copy of the Red Book of Westmarch is made[18]
* 185 - Death of Harding of the Hill, Sam Gamgee's
heir[19]

[Need original art here to replace this]


The Dwarves are descendants of the "Seven
Fathers", the original lords crafted from the earth by the Vala
Aulë. He is the "Smith of the Valar", the giver of mountains
and master of crafts, and the Dwarves call him Mahal
(Khuzdûl for "Maker"). Aulë defied Eru (Ilúvatar - “God”) in

Page 16
2 - DWARVES OVERVIEW

his desire to create, but a merciful Lord merely placed the ● Weapon Familiarity: Dwarves may treat Dwarven
seven into a deep slumber, to awake sometime after the war-axes as martial weapons, rather than exotic
Firstborn of Eru (his favored children, the Elves) rather than weapons.
destroy them. They were created first, but Eru Ilúvatar forced ● Stability: A dwarf gains a +4 bonus on ability checks
his servant Aulë to delay their awakening until after the made to resist being bull rushed or tripped when
coming of Elves and Men. standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the
ground).
NEED ARTWORK HERE OF THE ORIGINAL 7 ● +4 racial bonus on attack rolls against all types of
FATHERS, AULE, AND HIS HAMMER HELD orcs.
ABOVE PREPARING TO SMASH THEM, AS ● +4 dodge bonus to Armor Class against monsters of
the giant type. Any time a creature loses its Dexterity
THEY COWERED.
bonus (if any) to Armor Class, such as when it’s
caught flat-footed, it loses its dodge bonus, too.
● +4 on Saving Throws vs. fire/cold
● Survival (Mountains): +2
● Survival (underground): +4
● Automatic languages: Khuzdul, Westron
● Level Adjustment: +1
● Valid “Ages”: All, but only after Elves and Men have
been “born”. Declining significantly in the latter 3 rd
age and on into the 4th age.
● Spell Casting DC Roll Racial Modifier (optional): -4
penalty, except magic related to smithing and
stoneworking ( +4 to that type of “magic”).
2.1 - “Standard” Dwarves
(Plural: Khazâd, singular: Khazad) Standard Dwarves Overview
( Need artwork here of Dwarf) Following their birth, the Seven Kings formed
tribes based on their lines and separated. Although these Seven
If you do not wish to use different values for the different Tribes have since spread across Middle-earth and Arda, they
“houses” (“tribes”) of the Dwarves, then below are the have remained close and have spawned a universal reputation
recommended modifiers for a “Standard Dwarf” in Middle- for ruggedness, practicality, and unwavering loyalty. Most
earth. groups favor rocky highlands and deep caverns of the
mountains, for the Dwarves, perhaps more than any other race,
Standard Dwarves Modifiers remember their origin and heritage intimately.
The craftsmanship of the Dwarves is proverbial,
● +2 Strength, +4 Constitution, -4 Dexterity, -2 and many are the tales of heroism and villainy told by, and of,
Charisma them. Their history is almost as long as that of the Elves, with
● Base speed 20 feet as many tragedies as victories. But where the Elves never lost
● Medium-size (4’ to 5’ tall) their otherworldly serenity, the Dwarves are a dour folk by
● Low light vision, perfect up to 50', fairly well up to nature.
100'. In the north-west of Middle-Earth, during the
● +4 racial bonus on Appraise and Craft checks Third Age, Dwarves are probably a more common sight than
● Additional +2 on Craft – Smithing and Craft – Elves, but this underlies the losses, both of people and of their
stoneworking/mason homes, that the Elves had suffered.
● Bonus feats: Endurance, Great Fortitude Dwarves average about five feet tall, and are
● Dwarf base land speed is 20 feet. However, Dwarves solidly built. Although hair and eyes vary between individuals
can move at this speed even when wearing medium or and lineages, all Khazad wear long beards, often braided.
heavy armor or when carrying a medium or heavy load Indeed, length of beard is a reflection of age, and seen as an
(unlike other creatures, whose speed is reduced in indicator of wisdom and prestige. Dwarves see well in extreme
such situations).

Page 17
2. 1 - “ S T A N D A R D ” D W A R V E S

Dwarven Tribes Table


Khuzdul Hou se Fou nd er
Alt
Westron Name (To lkien / ICE / Homeland Location
Name Decip her) Location
Nargubraz
Blacklocks ? / Drúin / Var East of East
(Decipher LotR)
Broadbeams ? / Thrár / Linnar Mount Dolmed Tumunzahar Nogrod
Nogrod,
Firebeards ? / Dwalin / Úri Ered Luin Belegost
Gabilgathol
Ironfists ? / Thelór / Sindri Far North(west) Gamil-nâla
Misty Mountains, Khazad-dûm
Longbeards Sigin-tarâg Durin
Grey Mountains (Moria)
Stiffbeards ? / Bávor / Thulin East / Far North Kibil-tarag
Stonefoots
Petty Dwarves Noegyth Nibin Mîm

darkness. In the dimmest light (candle, lantern, torch, or hair. Heavy garb with color full hooded cloaks. Crenelated
starlight) they can see 50' perfectly and fairly well up to 100'. trim work is popular.

Fears & Inabilities: Open water and the Vala Ulmo (Lord of
Waters). They do not normally swim (-10 to Swimming).
PHYSICAL CHARACTERISTICS
Lifestyle: Dwarves are superb miners and craftsmen, and
Build: Short, stocky, strong, with exceptionally strong limbs. unsurpassed stoneworkers. They live in tightly-knit groups and
Males average 150 pounds; females, 135 pounds. favor underground Cities which are usually cut into rugged
hills or mountains.
Coloring: Black, red, or dark brown hair. Fair to ruddy
complexion. Marriage Pattern: Monogamous. Only a third of the race is
female. The line is traced through the male.
Endurance: Tremendous. They can carry great burdens over
long distances with little rest. Religion: Dwarves believe that each lineage has a common
spirit which permeates them all and ties them together. They
Height: Males average 4’9”; females, 4’5”. revere their ancestors above all other things but Aulë their
maker, and believe that in each King exists a part of his
Lifespan: 200-400 years. predecessors. Those of “Durin’s Folk,” the Dwarves of Mona
and the highlands of Wilderland, believe their Kings to all be
Resistance: Resistance against flame and ice: +6 Saves versus one Dwarf—Durin the Deathless.
heat and cold attacks.
OTHER FACTORS
Special Abilities: Dwarves see well in extreme darkness. In
Demeanor: Sober, quiet, possessive, suspicious, pugnacious,
the dimmest light (candle/torch/lantern), they can see 20’
introspective, and often very greedy. Tenacious warriors, they
perfectly and fairly well up to 100’. They can not see in total
fight without quarter and never retreat. Each Dwarf treats his
darkness.
kind as brothers and non-Dwarves as lesser beings who, one
way or another, are a constant threat. Their blood is thick and
CULTURE
their bonds are deep. They enter into agreements with extreme
Clothing & Decoration: Beards, sometimes braided, long care but, once made, honor them to the letter. The old adage is

Page 18
2. 1 - “ S T A N D A R D ” D W A R V E S

true:
“no friend ever did a Dwarf a favor, no enemy a wrong, Background Options (optional rule): 4
without being repaid in full.”
Special Abilities: Replace the range 56-60 with: ability to
Language: Starting Languages: Among themselves, Dwarves sense the presence mechanical traps 50% of the time (GM
speak Khuzdul, a guarded tongue known by virtually no one should have the player roll dice without telling the reason
but themselves. ‘When in public or about in the wild, Dwarves whenever he or she knows the character is proximate to a
speak Westron, the Common Speech, or one of the Elvish trap). Replace the range 71-75 with: superior orienting
tongues: Bethteur or Sindarin. Dwarves also have the abilities underground; character always knows the direction of
opportunity to learn: Atliduk, Dunael, Logathig, or Nahaiduk. true north and the approximate elevation of his or her location.

Prejudices: Orcs, Wargs, and Dragons are the sworn enemies Special Items: Any weapons will be of Masterwork
of all Dwarven-kind. Above all other races, they despise these workmanship and forged of steel.
the most, although they are extremely suspicious of mages and
Elves. They have suffered too much as a result of magic. No
Dwarf will ever forget the sly words of Sauron, one whose Extra Money: 1-200 gold pieces or a gem (emerald, amethyst,
conjuring enslaved many of their great lords. ruby, sapphire, diamond) of comparable value.

Restrictions on Character Classes: No Dwarven True Stat Increases: Only Constitution and Strength may be
Sorcerer or Psionic Users, Bards are extremely rare. Taught increased by 2. All other stats may be increased by 1 at most.
and blessed by the Vala Smith Aulé, Dwarves practice a plain,
practical Earth-magic. They know of spells and enchantments, Extra Languages: In addition to the tongues listed above, a
but generally scoff at the ways of Elves or other conjurers, Dwarf might in unusual circumstances learn: Adunaic,
preferring instead to use such power in the making of Apysaic, Labba, or Umitic.
permanent physical items. Traditional Sorcerer or Psionic
Users and Bards are unheard-of; instead they produce
alchemists and engineers.

OUTFITTING OPTIONS
2.1.1 - T HE S EVEN D WARVEN H OUSES
Weapons: Dagger, handaxe, short sword, club, war hammer,
mace, crossbow, battle-axe, spear, throwing axe, heavy Though for the most part, “Standard” Dwarves
crossbow, light crossbow, war mattock, poll-arm. are much the same across the tribes, there are some variations
in their specialized interests based on which of the “Seven
Armor: Any. Dwarves favor chain mail. Lamellar (treat as Tribes” they were raised as part of their culture and
Chain - 1 vs. melee, +1 vs. missile) and Dwarven scale (treat upbringing. Below is a listing of each of the tribes, and the
as Plate) are also Available. Dwarven Target shields (+4 vs. slight variations applicable to their sub-group.
melee, +2 vs. missile, half normal weight) and Dwarven Wall These are optional, the DM may opt to only use
shields (+6 vs. melee, +8 vs. missile, 2x normal weight) are the “Standard Dwarves”, use of the Seven Tribes must be
popular. approved by the DM.

Clothing Outer garb: detachable hood with flaps sewn into


it, permitting the face to be covered; heavy cloak fastened with
a decorated brooch; tall boots of heavy leather; these garments
are bright solid colors—scarlet, forest green, indigo blue,
golden yellow, royal purple. Inner garb: a leather jerkin or
woolen tunic of a deep hue (maroon, pine green, navy blue,
brownish black); a wool or linen shirt (usually a deep hue,
sometimes white); close fitting trousers of deep-hued leather
or wool; shoes or inner- boots of soft leather.

Money: 2 gold pieces or a gem (aquamarine, topaz, garnet,


peridot, spine of comparable value.

Page 19
2. 1 - “ S T A N D A R D ” D W A R V E S

Khalarazûm.
2.1.1.1 - B LACKLOCKS
The Blacklocks, as their name implies are in general
[Need original artwork here for the Blacklocks.] black haired and darker than other Dwarf-Kindreds. They
are known to reach an Age of beyond 150 years.
Dwarf-holds: Awoken in the Red Mountains, in the far
East of Middle-Earth Nargubraz (lost home) in the Far
East Naragul (fastness of the travelling warriors of Var's
folk in the Far South) City of Tumunamahal in Akhuzdah
Blacklocks (Kh. Bundin-Narâg) The Khalarazûm, overground religious centre
Var´s Folk or Druin’s folk (the Proud) or Khom´s Folk
(the Proud)
The last two tribes settled in easternmost Endor. There,
after being apart for over 7 centuries, they came together
once again and laid claim to the guarded, seaward land
they named Ruuriik. The Dwarves of Druin’s tribe
founded the Kingdom of Ruuriik in SA 700. Led by Balli
the Rash, the Naugrim established their capital in the
caverns of Akhuzdah (Ahulë) in the rim of the mountains 2.1.1.2 - B ROADBEAMS
on the SW side of the Great Vale. It was called
Tumanahal after Mahal (Aulë). Only 7 years after the [Need original art of the Broadbeams dwarves here]
founding of Tumanahal, a second Dwarven tribe came to
Ruuriik. They arrived in hope of settling in the northern
part of the Walled Land, with their lord, the aged Barin,
Northern King. Barin’s folk received all the lands north of
the Faliodukûm. The two tribes had little trouble in Overview
prospering, despite the occasional forays from the Fale he Broadbeams were one of the seven houses of the Dwarves.
tribes and the servants of the Kank of Ruartar. 453 after They lived in the city of Belegost in the Ered Luin during the
the founding of Ruuriik, Muar – former warlord in Uab First Age and later the southern Ered Luin.
and Uax appeared in Ralian, and conquerred Ruuriik in
SA 1157. The tragic tale of Ruuriik ended centuries later, The Broadbeams were paired with the Firebeards, when they
in SA 2742 (Fulla VII crowned as King of Ruuriik, heir were awakened by Eru Ilúvatar under Mount Dolmed before
of Druin’s line). The city Khazad-madûr is theirs. They the First Age. They became prosperous in their great city of
Belegost, trading with the Firebeards in the South, and also
speak Khuzdul, and when they write use Certhar, adapted
with the Sindar and Noldor of Beleriand, as well as the newly-
to their language (Certhar Ered, Mountain Runes). appeared race of Men.
Notes: The extremely loyal Blacklocks or Jewel-Dwarfs
are one of the two tribes of Eastern Middle-Earth. The Broadbeams were some of the greatest smiths and
Awoken in the Red Mountains along with their fellow craftmans in Middle Earth second only to the Dwarves of
Tribe, the Stonefoots, the Blacklocks are the Clan of Nogrod. They invented ringed mail, and also helped build the
cities of Nargothrond and Menegroth for the Elves.
Khom the Proud.
The Blacklocks are especially known as great artists, In the Battle of Unnumbered Tears, the heavily-armoured
skilled in the work with Marble, but they also are busy Broadbeams, with their fearsome iron masks (which was a
Merchants. After a Golden Fire Dragon drove the dwarfs customary thing to wear in battle for their House), held off the
away from their awakening Place, the great North-Hall Dragon Glaurung, as the sons of Fëanor retreated south to
near the Urulis Pass, the Blacklocks went Southwards and Ossiriand. During the battle, their Lord, King Azaghâl was
killed by Glaurung. But not before wounding the dragon with
founded the Great City of Tumunamahal in Akhuzdah, a dagger in the stomach. Glaurung screamed in pain and fled,
later they built the Overground religious centre, the

Page 20
2. 1 - “ S T A N D A R D ” D W A R V E S

with many of the forces of Morgoth following him. Forgetting


the battle, the Broadbeams then picked up their fallen ruler Mannerisms
and taking slow steps marched home singing in a low dirge
with no enemy daring to come near.

The old kingdom of the Broadbeams came to a close in the


War of Wrath with the breaking of the Ered Luin and the
destruction of Beleriand, which sank beneath the waves.
Belegost was ruined and the city of the Firebeards, Nogrod,
was totally destroyed, sinking into the sea with much of the
Ered Luin. Some of the Dwarves stayed to build or rebuild Realms and Knowledge
new halls and mines, but most left for Khazad-dum, home of
the Longbeards swelling its numbers and bringing much craft
and lore.

In the Third Age it seems that the Broadbeams parted ways


with Durin's folk with the Firebeards, after the awakening of
the Durin's Bane, and headed back to the Ered Luin. Where
some remnants of there people were still living working the
mines, and where it was a safe and peaceful. During this age Outer Tongue
also the Broadbeams more than likely answered the call of
Durin's folk in there great mustering for the eventual War of
the Dwarves and Orcs.

Broadbeams (Kh. Findu-Nahâb)


Telphor´s Folk
The Proud and Warlike Broadbeams or Anvil-Dwarves Honored Fathers
are the Clan of Telphor the Cold. Telphor awoke along
with his friend Bighâl at Mallost, in the northern Ered
Luin. Later his Clan founded the great cities of Nogrod Broadbeams Modifiers Summary
and Gabilgathol (Mighty Fortress). The Broadbeams were
(These modifiers are INSTEAD of the “generic Dwarves”
great Artisans and even greater smiths than their Brothers modifiers, NOT in addition.)
from Belegost. Two of the Greatest Dwarf Smiths of all
times, Telchar and Gamil Zîrak (Kh.:"Silver the Old") ● +2 Strength, +4 Constitution, -4 Dexterity, -2
were Broadbeams. However the Broadbeams for all times Charisma, -2 Wisdom
are brandmarked for their cruel and coward murder of ● Base speed 20 feet
Thingol and their ravenging of the Elven City of ● Medium-size (4’ to 5’ tall)
Menegroth. After the Drowning of Beleriand the ● Nightvision (see well by starlight or dim light, blind in
Broadbeams expanded into Northern Eriador and total darkness)
Forodwaith on the search for Riches and founded the City ● +4 racial bonus on Appraise and Craft checks
of Baraz-Dûm later called Carn-Dûm. ● +2 on Craft – Smithing and Craft –
stoneworking/mason
The Broadbeams, as their name implies in general are ● Bonus feats: Endurance, Great Fortitude
especially heavy and stout. They are known to achieve a ● Dwarf base land speed is 20 feet. However, dwarves
common Age of beyond 170 years. can move at this speed even when wearing medium or
heavy armor or when carrying a medium or heavy load
Dwarf-holds: Nogrod / Tumunzahar (Kh."Deep-Fortress") (unlike other creatures, whose speed is reduced in
– Now destroyed Nogland (from the LotR MMO) such situations).
● Weapon Familiarity: Dwarves may treat Dwarven
war-axes as martial weapons, rather than exotic
weapons.

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2. 1 - “ S T A N D A R D ” D W A R V E S

● Stability: A dwarf gains a +4 bonus on ability checks


made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the
ground).
● +4 racial bonus on attack rolls against all types of
orcs.
● +4 dodge bonus to Armor Class against monsters of
the giant type. Any time a creature loses its Dexterity
bonus (if any) to Armor Class, such as when it’s 2.1.1.3 - F IREBEARDS
caught flat-footed, it loses its dodge bonus, too.
● +4 on Saving Throws vs. fire/cold
● Survival (Mountains): +2 [Need original art of the Firebeards here]
● Automatic languages: Khuzdul, Westron (Kh. Sigin-Baruzim)
● Level Adjustment: +1
● Valid “Ages”: All, but only after Elves and Men have
been “born”. Declining significantly in the latter 3 rd
age and on into the 4th age.
● Spell Casting DC Roll Racial Modifier (optional): -4,
except magic related to smithing and stone-working
( +1 to those types of “magic”).
● Additional +2 on Armory (armor smithing)
● Knowledge: Lore: Ered Luin (Blue Mountains) +4
● Knowledge: Lore: Durin's Folk +2 Overview
● Knowledge: Lore: Broadbeams History +4 Firebeards – Khuzdul: Dwalin / Úri
● -2 to Dodge & Acrobatic actions (unless character is Region: Northwest
unusual for clan and not indulging in obesity). Awakening Place: (#2, See OM4 Dwaven Mansions).

(Decipher): The kindred of Úri are instantly recognizable by


the fiery hue of their beards. Úri's folk take great pride in their
beards, weighting them with silver ornaments that clink and
chime as they walk, making themselves all the more
conspicuous. The weighting of beards is a mark of status
among this tribe, and strict rules of precedence and honour are
observed in the matter of their comportment. Beardweights
denote age, lineage, and deeds of renown, and they can only
bestowed by the king of the eldest living male of the
household. Dwarves of Úri's folk whose beards are so
weighted suffer a -2 to Stealth actions.

Mannerisms
Úri's people have a temper to match their
appearance: quick, haughty.........

The Firebeards were one of the seven houses of the Dwarves


who lived in Nogrod in the Ered Luin during the First Age.
The Firebeards were most renowned for having the greatest
crafters and smiths, even by Dwarf standards in Middle-earth.
Of the two Dwarf houses of Beleriand, the Firebeards were the
least friendly. They fought the Elves over the treasure of
Nargothrond, and they also sacked the city of Menegroth

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2. 1 - “ S T A N D A R D ” D W A R V E S

which in the end the Dwarves that took part were all killed in
the Battle of Sarn Athrad. They did however, help the Elves
and Men in the Wars of Beleriand. In the War of Wrath their
great city of Nogrod, was destroyed and sunk into the sea
along with much of the Ered Luin. Some Firebeards stayed in
the Ered Luin to help rebuild what they could with the
remaining Broadbeams, from the also destroyed city of
Belegost, while most went to the halls of Khazad-dum in the
Misty Mountains, swelling its numbers and bringing much
craft and lore with them.

After thousands of years it seems the Firebeards may have


parted ways with Durin's folk after the awakening of Durin's
Bane, and returned to the Ered Luin, where things were likely
much better than after the sinking of Beleriand. Also during
the Third Age it is likely that they answered the request for aid
from Durin's folk in the eventual War of the Dwarves and
Orcs.

Bighâl´s Folk Realms and Knowledge


(In the game Dwalin is a Longbeard. I would play that
Dwalin is the Longbeard King of Thorins gate, while
Asaghal (VI?) is King of Belegost.)
They awoke together with their Kinsmen the Broadbeams
at Mallost in the Northern Blue Mountains and soon after
founded the large City of Tumunzahar (Kh."Deep-
Fortress"). They were famous Dragon-Warriors and fine Outer Tongue
Smiths. Most prominent among the Firebeards was King
Azaghâl who wounded Glaurung the Dragon.
After the Drowning of Beleriand and the destruction of
Belegost they spread into southern Eriador and made
sucessful trading connections with their Kinsmen of
Moria and the Men of Enedhwaith.
The Firebeards are known for their often fire-red Hair and Honored Fathers
their Horrible Mask-shaped Helmets. Unusual for Dwarfs
they sometimes fight with short Stabbing-Swords.
Firebeards are known to live beyond 150 years.
Sometimes called “The Ore Dwarves.”
Dwarf-holds: Belegost / Gabilgathol (Mighty Fortress) -
Now destroyed Gondamon (From the LotR MMO)
Firebeards Modifiers Summary:

These modifiers are INSTEAD of the “generic Dwarves”


modifiers, NOT in addition.

● +2 Strength, +4 Constitution, -4 Dexterity, -2


Charisma, -2 Wisdom

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2. 1 - “ S T A N D A R D ” D W A R V E S

● Base speed 20 feet


● Medium-size (4’ to 5’ tall) Ironfists (Kh. Abad-Mazûr)
● Nightvision (see well by starlight or dim light, blind in
total darkness) Sindri´s Folk or Thelor’s folk or Mabûn´s Folk
● +4 racial bonus on Appraise and Craft checks (If you play one of these, maybe a reformed one would be
● Additional +2 on Craft – Smithing and Craft – best rather than an agent of Sauron )
stoneworking/mason
● Bonus feats: Endurance, Great Fortitude They awoke in central Middle-earth, where they have
● Dwarf base land speed is 20 feet. However, dwarves contact with Easterlings. So injured had Sindri´s folk
can move at this speed even when wearing medium or grown to acting purely of self-interest, and sustained by
heavy armor or when carrying a medium or heavy load no other principle than martial prowess, that they felt no
(unlike other creatures, whose speed is reduced in shame in accepting gold from Mordor in payment for
such situations). arming his minions to make war against the Westlands.
● Weapon Familiarity: Dwarves may treat Dwarven When Sauron and Durin´s heir summoned them for the
war-axes as martial weapons, rather than exotic battle of Dagorlard, few were willing to take the field
weapons.
against Durin´s heir. Fewer still could conceive of
● Stability: A dwarf gains a +4 bonus on ability checks
made to resist being bull rushed or tripped when alliance against Sauron as a matter of common honour to
standing on the ground (but not when climbing, flying, the Khazâd, so most of them remained aloof from the
riding, or otherwise not standing firmly on the war. But their king and many warriors fight for Sauron.
ground). In the aftermath of the Last Alliance, the Dwarves of the
● +4 racial bonus on attack rolls against all types of Westlands universally branded them as renegades and
orcs.
turncoats. The cataclysm of Númenor Downfall had
● +4 dodge bonus to Armor Class against monsters of
the giant type. Any time a creature loses its Dexterity ruined their chief city, and the exile of their king (which
bonus (if any) to Armor Class, such as when it’s founded Nurunkhizdín, near the Inland Sea of Rhûn) had
caught flat-footed, it loses its dodge bonus, too. left them leaderless
● +4 on Saving Throws vs. fire/cold Actually, they live scattered in the East as shamans and
● Survival (Mountains): +2 fortune-tellers among the superstitious Easterlings. The
● Automatic languages: Khuzdul, Westron
Ironfists or Earth-Dwarves are an extremely war-like and
● Level Adjustment: +1
● Valid “Ages”: All, but only after Elves and Men have xenophobic Tribe of Dwarfs from central Middle-Earth.
been “born”. Declining significantly in the latter 3 rd They are the Tribe of Mabûn the Rich and are even by
age and on into the 4th age. dwarfen standarts extremely greedy and mistrustful. The
● Spell Casting DC Roll Racial Modifier (optional): -4, Ironfist Tribe always suffered from terrible inner Strifes
except magic related to smithing and stone-working and enemities among the different Ironfist Lords. After
( +1 to those types of “magic”). the Dwarfes forsake the Mirror-Halls of the Barl Syrnac
● Knowledge: Lore: Ered Luin (Blue Mountains) +4 Mountains, the Place of Mabûn´s awakening, they moved
● Knowledge: Lore: Firebeards History +4 southwards and founded the Large City of Namagalûz.
● -2 to Stealth actions (unless beard weighting
alleviated) The Ironfists are very broad and strong in built and by
dwarfen standarts quite tall. They are known to reach an
average Age of 150 years.
One of the most tragic tales. For a time they lived in
Mount Gundabad (northern Misty Mountains) but a
conflict with Durin’s folk and repeated attacks by the
Orcs of the North drove them eastward. They settled in
the Mountains of Rhûn, where they prospered for almost
2.1.1.4 - I RONFISTS 7 centuries. However, once again, intra-Dwarven strife
ended their peace. An argument between King Thelor
XIV and his brother Thulin resulted in a brief, bloody
[Need original artwork here for the Ironfists.]

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2. 1 - “ S T A N D A R D ” D W A R V E S

civil war. Thulin slew his overly-proud (even by Dwarven


standards) lord and laid claim to the throne. He was, in
turn, murdered by Thelor’s daughter Thris, whose son
Threlin became King. Threlin moved the remnants of
Thelor’s folk further south in early TA. He established a
domain centered at the delving called Namagaluz.
Located in the Ered Harmal, the gate to this rich hold
opened eastward, above the waters of Heb Aaraan and not
far from the Chey lands. It was the greatest Dwarf city in
central Endor.
The bloody strife could happen because of the alliance
with Sauron. Thulin could be the King who favoured the 2.1.1.5 - L ONGBEARDS
alliance with Sauron, and Thelor’s last supporters would
have to flee the followers of Thulin, more numerous.
[Need original artwork here for the Longbeards.]
Dwarf-holds: Awoken in the Mirror-Halls of the Barl
Syrnac Mountains, in central Middle-earth Large City of
Namagalûz (south of central Middle-earth) Gamil-nâla
under Mt. Bundushar, in central Middle-earth (collapsed Overview
home at the Downfall of Númenor, S.A. 3319) Longbeards = Khuzdul: Sigin-Tarâg
Nurunkhizdín (near the Inland Sea of Rhûn, funded after Durin’s Folk
the Last Alliance. An unknown evil fall upon them in The Longbeards, or Mountain-Dwarfs are Dúrin the
T.A. 58) Deathless´ Folk. Their Ancestral Place of Awakening is
the City of Gundabad , which long ago was sacked by the
Orcs. After the Fall of Gundabad, the City of Khazad-
dûm became their Chief Settlement, where they
discovered the magical Ore Mithril. The Longbeards were
great Merchants and Craftsmen and, which is seldom
among Dwarfs, were relatively friendly with Elves,
especially the Noldor of Eregion. After the Balrog Dúrin
´s Bane, appeared in Khazad-Dûm, or Moria, the
Longbeards established several smaller Cities and
Colonies, chief amongst was Erebor the Lonely
Mountain.
The Longbeards are typical Dwarves, Strong and Stout
and are especially known for their extremely long, often
Forked Beards and their extraordinary (even for Dwarves)
long lives. Several Longbeards lived beyond 220 years.
Dwarf-holds: Thorin’s Gate in the Blue Mountains (From
the LotR MMO) Erebor, the Lonely Mountain
Barukkhizdín in the Iron Hills The Mines of the Grey
Mountains: Mahalkukhizdín, Thakalgund, Zeleg-ubraz,
and Danuk-khizdín

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2. 1 - “ S T A N D A R D ” D W A R V E S

the people of Khadîn the Swift, who along with his friend
Mabûn of the Ironfists awoke at the Mirror Halls
(Kh.:"Kheledkhizdin") in the Barl Syrnac Mountains. The
Stiffbeards or Cave-Dwarfs are relatively peaceful and
clever Merchants. After the Dwarves had to leave the
Mirror-Halls because of the Invasions of Evil Humans
into the surrounding Lands many Stiffbeards, after a great
Wandering, founded the Cities of Mablâd-Dûm and
Barazimabûl in the South. The Stiffbeards are known for
their strange way of wearing their Beards as long and
pointed thorn-like knots. The Stiffbeards are a long-lived
Dwarf-kindred, Stiffbeards are known to commonly reach
the 200th year of Life.
Bavor’s folk were the first to leave the homelands. They
went into the south and built their homes in the Yellow
Mountains. Quickly sundering after the murder of Bavor,
they split into three factions. The largest group
constructed the vast delving at Baruzimabûl, the great
hold that the Men of the South call Blackflame
In the far South, Dwarves have dwelt in the Mabûl
Mountains since the early Third Age.
2.1.1.6 - S TIFFBEARDS
Nar’s Folk – originally part of Bavor’s people. Nar was
the second son of Bavor, and left with a few followers
[Need original artwork here for the Stiffbeards.] and friends after the murder of his father. The first hold,
Mablad-dûm, was occupied by Bavor’s people in the
Second Age. Early in Third Age, strife & contention
caused a rift among the Mablad. One faction moved to the
SW portion of the Yellow Mountains, and another
founded Narad-dum in the eastern peaks, the Tûr Betark.
The 'official' dwarvish name for the tribe living in the
Ered Laranor is Stiffbeards, although today it is rarely
Stiffbeards (Kh. Sigin-Mablâd) used. Most people know them as Bávors Folk. Their tale
Thúlin´s Folk or Bávor´s Folk (the swift) or Khadîn the is a sad one. First they arrived in the South around the
Swift middle of the First Age. Here they carved out the city of
Mablâd-dûm in the central Yellow Mountains. In S.A.
They first established in Kibil-tarag, in the far north and 1092 however, strife arose and the king was killed in the
they remained there until the invasion of Dragons, when fray. After this, the main host of the Mablâd wandered
they had to flee and their king was killed. The survivors south to settle in the city of Blackflame (Kh.
went this way and that, seeking more modest hearths Baruzimabûl), a mining colony founded three centuries
hidden as best as they can from Dragons. They live an earlier. Later, part of the remaining Dwarves of Mablâd-
stoic existence of hunting and weapon-crafting until the dûm left the city for the east, and they founded holds at
longing for dragonslaying overtook them. They keep Bar Falin and Nárad-dûm. The former was later taken by
some forgotten lore of their own race about carvings the forces of Darkness, and so three principal Dwarven
runes which they use against dragons. holds in the Ered Laranor remain by the middle of the
The Stiffbeards are one of the two Dwarf-Tribes that Third Age. Most Dwarves however live in the city of
awoke in Central Middle-Earth. The Unsteady Tribe is Blackflame and it is here that the High King of Bávor's
Folk resides. Mablâd-dûm is second in prestige and Nár's

Page 26
2. 1 - “ S T A N D A R D ” D W A R V E S

Folk in Nárad-dûm south of the Sára Bask in the eastern


part of the Yellow Mountains comes third. Stonefoots (Kh. Azali-Dûraz)
Vigdi´s Folk Barin’s folk (the scarred) or Rúras' Folk
Drùhar’s Folk are a branch of Bàavor’s Folk, that before
(the scarred)
the First Age separated from their people travelling in the
East, and settled in the Ered Engrin. They were eventually The Stonefoots, or Stone-Dwarfs, are the People of Rúras
joined by a small group of Drùin’s Folk, coming from the Scarred and awoke along with the Blacklocks in the
Ruurik: they founded Kheledh-dûm, and in a few North-Hall, in the Red Mountains in the far East of
generation were absorbed by the locals. Middle-Earth. After a long exile from their ancestral
Home they founded the great City and kingdom of
Dwarf-holds: Kibil-tarag (ancient home). It is in the
Radimbragaz, and later in the late second Age the even
island in the Sea of Utum, in the north. Awoken at the
larger City of Khazad-Madûr (Kh.:"Dwarf-Womb").
Mirror Halls (Kh.:"Kheledkhizdin") in the Barl Syrnac
Mountains (central ME) Cities of Mablâd-Dûm and The Stonefoots are very proud and Warlike, but
Barazimabûl in the South. circumspecting and not easily angered.
They managed to make incredible defences against the
Dragons with the help of Saruman. The worms never
could take their main Dwarf hold. The wizard also helped
them to stop the feud between them and the Blacklocks.
They developped together with the Istari some weapons
he latter used when he turned to evil at what was called
‘the fire of Orthanc’.
They are very heavy and strong and after many years of
wandering have become quite reclusive and silent.
They are known to reach an Average Age of 180 years.
Dwarf-holds: Baraz-lagil (home of Vigdis's folk, the
Stonefoots), in the Far East. North-Hall, in the Red
Mountains in the far East of Middle-Earth City and
kingdom of Radimbragaz City of Khazad-Madûr
(Kh.:"Dwarf-Womb").

2.1.1.7 - S TONEFOOTS
[Need original artwork here for the Stonefoots.]

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2.2 - D W A R V E S - P E T T Y (N O E G Y T H N I B I N )

● +2 on Saving Throws vs. fire/Cold


2.2 - Dwarves - Petty (Noegyth Nibin) ● Automatic languages: Khuzdul, Westron
● Valid “Ages”: All, but mostly 1st and 2nd, all but
extinct in 3rd onward.
● Level adjustment: +1
● Spell Casting DC Roll Racial Modifier (optional): -3

OVERVIEW

Also known by other names, the Petty-dwarves


remain a scattered tribe, apart from the original Seven Tribes.
The most famous of the Petty-dwarves mentioned in the
history of Middle-earth is Mîm, from the story of Turin
Turambar in the Silmarillion and other references.

The Petty-dwarves, or (Sindarin) Noegyth Nibin or Nibin-


Noeg, were a diminutive race of Dwarves.

[Need original artwork here for the petty dwarves.] The Petty-dwarves were Dwarves of several houses, which had
been exiled for various reasons, such as small stature, bodily
deformity or slothful disposition. They were the first to cross
the Ered Luin in the First Age, and established strongholds in
Beleriand before the Elves arrived, at Nargothrond and Amon
Rûdh.
● Never of good alignment
● +1 Strength, +2 Constitution, -2 Dexterity, -2 The Sindar, not acquainted with Dwarves yet, saw the Petty-
Charisma -2 Wisdom dwarves as little more than bothersome animals, and hunted
● Base speed 20 feet them. Not until the Dwarves of Belegost and Nogrod
● Medium-size (4’ to 5’ tall) established contact with the Sindar did they realize what the
● Petty-dwarves base land speed is 20 feet. However, Petty-dwarves were. Afterwards they were mostly left alone,
petty-dwarves can move at this speed even when but not before the Petty-dwarves came to hate all Elves with a
wearing medium or heavy armor or when carrying a passion.
medium or heavy load (unlike other creatures, whose
speed is reduced in such situations). Petty-dwarves were differed from normal Dwarves in various
● Weapon Familiarity: Petty-dwarves may treat dwarven ways: they were smaller, far more unsociable, and they freely
waraxes and dwarven urgroshes as martial weapons, gave away their names: other Dwarves kept their Khuzdul
rather than exotic weapons. names and language a secret. This may have been one of the
● Stability: A Petty-dwarf gains a +4 bonus on ability reasons they were exiled.
checks made to resist being bull rushed or tripped
when standing on the ground (but not when climbing, By the time of the War of the Jewels, after the return of the
flying, riding, or otherwise not standing firmly on the Ñoldor, the Petty-dwarves had nearly died out. The last
ground). remnant of their people were Mîm and his two sons, who lived
● +4 dodge bonus to Armor Class against monsters of at Amon Rûdh.
the giant type. Any time a creature loses its Dexterity
bonus (if any) to Armor Class, such as when it’s PHYSICAL CHARACTERISTICS
caught flat-footed, it loses its dodge bonus, too. Build: Short and stocky, with bowed shoulders. Males
● Darkvision ??? average 120 pounds; females, 90 pounds.
● Stone cunning (as described in Core Rulebook 1)
● +4 racial bonus on Appraise and Craft checks Coloring: Dark brown to gray. Ruddy complexion.
● +2 on bluffing and sense motive skills
● Bonus feats: Endurance, Great Fortitude Endurance: Exceptional. They carry medium burdens over
long distances with little rest.

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2.2 - D W A R V E S - P E T T Y (N O E G Y T H N I B I N )

become Bards. Unlike other Dwarves, the Petty-


Height: 3 to 4 feet tall. dwarves do produce Mages on rare occasions. Petty-
dwarves can cast powerful curse spells (+10 DC to all
Lifespan: 250-400 years curse spells).

Resistance: Resistance against flame and ice (+2 bonus versus Money: 2 gold pieces or a gem of comparable value.
heat and cold attacks)
OUTFITTING OPTIONS
Special Abilities: Petty-dwarves see well in the dark. In dim
Weapons: Battle-axes, knives, crossbows, and short bows.
light they can see 50' perfectly and fairly well to 100'.
Armor: Any. Half-elves are comfortable in plate, scale, and
lamellar armor.
CULTURE
Attire: _______________________________
Clothing and Decoration: Beards, hardly ever braided.
Males: _____________________________
Unkempt long hair. Medium garb, usually of gray hue,
with hooded cloaks.
Females: ___________________________
Fears & Inabilities: Poor swimmers (-2 to Swimming).
Money: 20 silver pieces or Arnorian or Gondorian mint.
Lifestyle: Petty-dwarves are secretive; even more so than
regular Dwarves. Individual families, and sometimes- BACKGROUND OPTIONS
whole communities, make homes, which are cut, into Background options (optional rule): 3 Because of their
hills. Since they are food-gathers, such homes always strong cultural and racial ties, only get three.
near a forest, where they can gather plants, roots,
herbs, etc. Special Abilities: ______________________

Marriage Pattern: Monogamous and for life. In Dwarvish Special Items: _____________________
life only one third of the race is female, whereas in
Petty-Dwarvish life, the number of females roughly Extra Money: _______________________
equals the males. The line is traced through the male.
Hobbies: ___________________________
Religion: They revere Aulë, the maker of all Dwarves and
since nature plays a large role in the lives, they honor Stat Increases: Any stat may be increased.
the spouse of Aulë, Yavanna.
Bonus Languages: ______________________
OTHER FACTORS

Demeanor: Quiet, possessive, greedy, suspicious, and often


treacherous. In some respects they are weaker than
Dwarves, but they make up for this in slyness and
cunning. They do not always honor agreements, which
they often try to make when their lives are threatened.

Language: Starting Languages: When in public or about in


the wild, Petty-dwarves speak Westron, or some
Sindarin. Among themselves, they speak Khuzdul, the
secret tongue of all Dwarves. Adûnaic and Black
Speech.

Prejudices: They hate Orcs and Elves, especially the Noldor,


who stole their old lands.

Restrictions on Character Classes: No Petty-dwarves can

Page 29
3 - ELVES OVERVIEW

and song and gather to celebrate life and the gifts from on
3 - E LVES O VERVIEW high. This respect for the way of things is largely tied to
their acceptance of their close ties to the Fate set down in
[Need original artwork for the elves here, preferably a the Song of Creation, although much of it also stems from
collage of at least the three major Elvish races – an understanding and joy regarding the creations of nature
Noldor, Sindar, Silvan.] which have been handed down and overseen by the Valar.
Above all but Eru they worship Varda, Queen of the
Valar and fairest of all in creation. She is the bringer of
light, and they call her “lady of the Stars” (Elentári or
Elbereth).
Elves do not need sleep. Instead they receive
rest through “meditation” involving memories, past
events they recall with remarkable vividness. normally
they go into this trance-like state for approximately two
Elves were the first to awaken and venture hours each although, although they can function for many
into Middle-earth. They are a graceful and noble race of days with little or no relief. While in their meditative
immortal beings who resemble Men, but shine with an state, Elves are extremely difficult to awaken; they rise at
inner glow which betrays the spirit of unique thoughts a point previously decided. This manner of rest is in
and gifts. no race has been blessed more, or cursed so keeping with the Elven fondness for the night. Men have
much, by the hand of Fate. often referred to them as people of the stars with good
Though basically similar to mortal men, Elves reason, for Elves see as well on a star-lit evening as a man
have several important, if subtle differences. As a race would at the height of day. Elven sight is ideal for the
they are taller than humans, but they are uniformly partial darkness of the shadowy forest or cloudy sky, and
slender and have less body. Elven men have no beards. allows them a mobility unlike that of any other race. in
Find features and fair, unmarred skin combine with absolute darkness, however, they suffer as others do; they
sparkling eyes to give the Elf an enchanted aura. A can not see at all.
strange deftness and ease of movement give them a Their sense of hearing is also superb, and no
graceful quality, and it is not surprising that they are very doubt accounts for the Elven skills with music. Their
agile and so light afoot; they leave few traces of their revereance for song is unparalleled and has affected their
passing and walk on the surface of freshly fallen snow. language and way of keeping precious records. The Elves
Their gentle physical appearance belies great strength, were first to use spoken words and have taught the other
however, for they are highly resistant to the crippling races of the gift of speech; thus their own name for their
effects of extreme temperatures, and are immune to kind: “Quendi” - the “Speakers”. All of their speech has a
disease and illness. musical quality when spoken properly, lending itself well
They are also immortal, and age in a graceful, to verse. Elven Bards, then, have had little trouble in
nearly imperceptible manner. Elves commonly die from maintaining the histories and epics of their race as a
only two causes: through violence or as a result of a collection of wondrous songs and spoken poetry
weariness of the world. In the latter case an Elf is simply There are two major groupings of Elves in
overcome with grief over the course of time, thereby Middle-earth. Their split in the early First Age formed the
losing the will to live. All the Elves who pass away are basis for the development of two separate Elven cultures.
gathered in the Halls of Mandos, the Place of Awaiting, The most exalted group is the Eldar, the three kindreds
in the far west of Aman (Valinor). There they await the (Noldor, Vanyar, and Teleri) which made the Great
End of the World, or are released back into the world to Journey across Middle-earth during the First Age. Most
replace another of their line who has perished. in a sense, settled for a time in Aman (the Undying Lands), or along
Elves are often reborn as descendants of themselves. the shores of now-sunken Beleriand. Only the Noldor
The Elves revere the Valar (Q. “Powers”) and (High-elves) and Sindar (Grey-elves who are a group of
many know their nature well. Still, they have no formal Teleri) remained in Middle-earth following the War of
religion; instead they show their respect through poetry Wrath that ended the First Age. All other Elven kindreds

Page 30
3 - ELVES OVERVIEW

are counted as Avari or Silvan Elves. They are commonly Comeliness (optional))
called Wood-elves.  Medium-size (6’2” tall)
From these cultures came the three main  Base speed 30 feet
groups, which a few other branches, which form the  Low-light vision
Elven races of Middle-earth:  Immunity to sleep / Charm spells and non-magical
diseases. Avari, as all Elves, are immune to aging.
1. Noldor
They do not sleep, meditating instead for about 4
2. Sindar hours every day. They receive an automatic +4 bonus
3. Silvan to detect secret doors within 5 feet, and a +8 bonus
when actively searching for secret doors. They can
not become sick and do not scar.
 Proficient with longsword or shortsword, and
proficient with Elven longbow.
 +1 bonus feat at 1st level
 +2 racial bonus on Saving Throws vs. fire and cold
effects, and Enchantments
 +2 racial bonus on Listen, Search, and Spot checks.
 +2 racial bonus on Appraise, Craft, and Sense Motive
 Magical skills are considered cross-class skills for
Avari Elves.
 Favorite Class: Any
 Level Adjustment: +3
 Valid “Ages”: All, but most prevalent during the latter
1st and early 2nd ages, more in latter 2nd age and all of
the 3rd age, and almost non-existent in 4th age onwards.
 Spell Casting DC Roll Racial Modifier: +2

OVERVIEW
The Avari, the Refusers, those who would not
take up the century’s long migration to Valinor. When the
Vala Oromë came into the ancient Elven homeland of
Cuiveinen, not all of the Quendi (Q. "the people"; lit. “Those
who speak") were joyous. Nor did they like the idea of
trekking across the continent to the sea, and thence to Valinor.
So it was that when Ingwë, Finwë and Elwë led the three great
Kindred’s east, not all of the Elves were amongst them. So
came the first great split amongst Elves - between the Eldar
(Q. "people of the stars") and the Avari (Q. "refusers").
The Avari, of course, did not refer to them-selves
as such. They continued to use the archaic Elven Kwende
(Arch E. lit. "speakers, those who speak", but used to mean
Elves) to speak of themselves. They passed into the mists of
3.1 - Elves - Avari (dark) history as far as the Eldar were concerned. It is known that the
early Edain had some contact with Avarin Elves, as when they
[Need to replace this with original artwork] came into Beleriand, Finrod Felagund had little trouble
deciphering their tongue, and so affected by it was by Elven
 +2 Dexterity, +2 Intelligence, +2 Charisma, (+2 languages. It is also probable that certain groups of Avari had

Page 31
3. 1 - E L V E S - A V A R I ( D A R K )

some contact with the Nandor, and with the Dwarves (the formality and pomp typical of Noldo garb.
Dwarven word for Orc, Rukhs, pl. Rakhas, may have been
borrowed from the Avari). However, between the departure of Fears & Inabilities: none
the Eldar and the awakening of Men, the Avarin tribes
prospered and spread far and wide. In the Second and Third Lifestyle: The culture of the Avari Elves is relatively
Ages, the Avari remained a largely unknown factor in the advanced when compared to the ways of Men. They have
west, though it is possible that the hatred of Elves evident in always been independent, but as of late many have settled in
Easterlings and Southrons was not solely the work of Sauron. kingdoms ruled by the Noldor or Sindar. Still, all the Avari
Like all elves, the Avari possess excellent eyesight, and can folk enjoy a good journey or adventure and most look at life
see as well under starlight as a human in daylight, and by the much as a game to be played. Magic and trickery are their
sun may see much better than humans; however, complete favorite pastimes.
darkness robs them of sight just as easily. They also share the
near immunity to all forms of disease common to the Marriage Pattern: Monogamous and for life. They
Firstborn, and resist diseases When the Eldar departed from sometimes marry Humans. Such unions produce Half-Elves.
the original Elven homeland during the Eldar days, a number
of their brethren remained behind. They decided not to seek Religion: Informal and centered around communal celebration
the light of the Aman and were labeled as the Avari (Q, and personal meditation. They have a strong attachment to the
"Unwilling, Refusers, Dark Elves"). These kindred’s were left Vala Oromë, the "Huntsman and Tamer of Beasts".
to fend for themselves during the days when Morgoth's Other Factors
Shadow swept over the East. During these dark times, they
were forced into the secluded safety of the forests of eastern Demeanor: They are a fun-loving but guarded folk. Their
Middle-earth, where they wandered and hid from the wild Men outward mirth often hides their grim intentions.
who dominated most of the lands.
Starting Language: Avari, Silvan, Sindarin, and Westron.
PHYSICAL CHARACTERISTICS
Build: Most are slight of build, and all are thin by mannish Bonus Language: Any
standards. Males average 170 lbs; females, 135 lbs.
Coloring: Ruddy of complexion, with sandy hair and blue or Prejudices: They hate Orcs, and are suspicious of all other
green eyes. Other variations are not unheard of. races including other Elves. However, they do get along well
with Dwarves.
Endurance: Cannot carry great burdens, but can travel 16-20
hours/day. They do not sleep, but rest in a trance 4 hours a day Restrictions on Character Classes: None
(which restores Spell Points).
Money: 50-100
Height: Males average 6’2”; females, 6’0”.
OUTFITTING OPTIONS
Lifespan: Immortal; die only from violence or weariness of
life. Weapons: Dagger, handaxe, broadsword, short sword, whip,
bola, long bow, short bow, quarterstaff, two-handed sword,
Resistance: Cannot become sick or scarred and are virtually javelin, spear, main gauche, shang, rapier, kynac, boomer dag,
immune to disease. net, boar spear, throwing stars.

Special Abilities: Their vision under moonlight or starlight is Armor: Any. Avari Elves are a varied group. Some prefer
as good as a Man’s during the height of day. In other situations enchanted leather armor, while others favor no protective garb,
when there is any light source, Avari Elves can see at least 50’ and guard themselves instead with Shield spells.
perfectly and fairly well up to 100’. In absolute darkness, Attire:
however, they are no better than Men (i.e., they can’t see at
all). Weapon-users: Silk or cotton blouse (white, beige, pale
CULTURE green, or pale grey); trim-fitting tunic (length varies from mid-
calf to mid-thigh) of heavy silk/cotton or leather worked so
Clothing and Decoration: Their preferred clothes are usually finely as to drape like fabric (bark brown, leaf green, storm
dark colors and range from functional designs to fanciful grey); bandoliers crossing the chest, belt around the waist,
expressions of individual creativity. Their garments lack the straps around the limbs to accommodate weapon sheaths;

Page 32
3. 1 - E L V E S - A V A R I ( D A R K )

leggings of sturdy canvas or supple leather; sandals or soft


boots.

Non-weapon-users: flowing gauze blouse or smock (white,


beige, pale green, or pale grey fabric with embroidery from a
similar color spectrum), sometimes restrained by a gauze or
silk sash, otherwise hanging free; silk leggings, flowing gauze
pants similar to a divided skirt, or a many-gored gauze skirt
(matching the blouse/smock or bark brown, leaf green, storm
grey); heavy silk or gauze mantle fashioned like a cloak with
sleeves or elongated (shoulder to waist) arm openings, usually
falling to the ankles, often embroidered all over to create a leaf
texture; sandals ornamented with gems or carved wood.

Money: Possessions to be bartered or sold: Elven rope (1OO’


worth 20 sp; holds up 500 lbs., weighs only 3 lbs.), Elven silk
(length of 3 yards worth 2 gp’s), or an assortment of precious
stones (lapis lazuli, malachite, agate, turquoise, onyx, amber)
worth 2 gp’s.

BACKGROUND OPTIONS

Background Options (optional): 4

Special Abilities: All available. Replace range 61-65 with:


special affinity with trees and woodland foliage; all physical
activities performed by the character are at a + 3 bonus when
in forested terrain.

Special Items: All available. Due to the Avari fondness for


woodland, many items should be fashioned from fine or
enchanted wood, even weaponry typically metal in other
cultures. Steel, silver, white gold, tasarang, and bronze are also
3.2 - Elves - Noldor (high)
possible materials, [Need original artwork here instead]
● +1 Constitution, +3 Dexterity, +2 Intelligence, +2
Extra Money. Gems (aquamarine, black opal, bloodstone, Wisdom, +3 Charisma, (+4 Comeliness – optional)
came han, garnet, fire opal, blue topaz, jade, star sapphire)  Medium-size (6’ to 7’ tall)
worth a total of 1-200 gp’s.  Base speed 30 feet
 Low-light vision
Stat Increases: Any stat may be increased.  Immunity to sleep / Charm spells and non-magical
diseases.
Extra Languages: In addition to the tongues listed above, an  Noldor, as all elves, are immune to aging.
Avari Elf might in unusual circumstances learn: Apysaic,  They do not sleep, meditating instead for 2 hours
Black Speech, Varadja, or Waildyth. every day.
 They receive a +4 bonus to automatically detect secret
doors within 5 feet, and +8 when actively searching
 Proficient with longsword or Shortsword. Proficient
with Elven longbow.
 +1 bonus feat at 1st level
 +2 racial bonus on Saving Throws vs. fire and cold
effects.
 +2 racial bonus on Saving Throws vs. Enchantments

Page 33
3. 2 - E L V E S - N O L D O R ( H I G H )

 +2 racial bonus on Listen, Search, and Spot checks. The Noldor are often called "High Elves" or
 +4 racial bonus on Appraise and Craft checks. "Deep Elves", ostensibly because they are considered to be the
 Magical skills are considered class skills for Noldor most noble of the Quendi in Middle-earth. In reality, they are
elves. so named because they are the only Elves living in Endor who
 Noldor elves of 10th level (any class) or higher develop have ever resided in the Blessed Realm of Aman across the
the ability to telepathically communicate with sentient sea. This exalted status is accentuated by their close ties to the
creatures within line of sight range, as a free Feat. Valar, a relationship which accounts for their unique cultural
 Because of their dual nature as both physical and and linguistic roots. Other names for the Noldor include Deep-
spiritual beings, they can see and interact with elves, Golodhrim or Gelydh (Sindarin labels), and Nómin
ethereal (not Ethereal plane, but instead creatures such (Edain label). Finwë was the first King of the Noldor, which is
as ghosts, wraiths, etc.) creatures and objects. counted among the Eldar as the Second Kindred. Finwë's sons
 Automatic languages: Quenya, Sindarin, Westron - Fëanor, Fingolfin, and Finarfin - produced the three
 Favorite Class: Any traditional lines, which compose the whole of the Noldor.
 Level Adjustment: +5
 Valid “Ages”: 1st & 2nd Ages very common. Dwindling PHYSICAL CHARACTERISTICS
in 3rd Age, and extremely rare 4th Age onward.
 Spell Casting DC Roll Racial Modifier: +3 Arcane & Build: Of all the Elves, the Noldor are the strongest and
Divine, except +1 nature-based magic sturdiest of build, although they are still slimmer than Men.
OVERVIEW Males average 215 lbs; females, 175 lbs.

The Noldor (sing. Noldo), the 'Wise' or 'Deep' Coloring: Most are dark haired and have grayish eyes which
Elves. The Noldor were the second Kindred of the Eldar, betray a proud demeanor. Descendants of the Fingolfin and
following their Vanyar cousins over the sea to Valinor. There, Finarfin are often fair haired and blue eyed, for their blood
they learned much from the Valar and the Maiar, particularly contains Vanyar influences.
from Aulë, the Smith of the Valar. It was Fëanor, the most
gifted of the Elven-smiths, the creator of the Silmarils and Endurance: They do not carry great burdens, but they are
many other wonders, who led the Noldor back into Middle- capable of traveling 16 – 20 hours a day. The Noldor do not
Earth, seeking vengeance upon Morgoth. The tale of Fëanor's sleep; instead they rest in a trance for 3 hours a day (this
ill-fated pursuit, and of the exile of the Noldor is a tale to long restores any Spell Points used Casting spells.)
for this space, but many deeds, great and base, were performed
by those of this Kindred ere the First Age closed. Height: Males average 6’7”; females 6’3”
In the Second Age, the Noldor who remained
played a pivotal part in the events of the day. Gil-Galad was Lifespan: They are immortal and will only die due to violence
the High King of Lindon, who refused the early advances of or if they weary of life and lose the will to live.
Sauron in his guise as Annatar. The Noldor city of Ost-in-
Edhil in Eregion was the home of the Elven-smiths who, with Resistance: They can not become sick or scared and are
Annatar's assistance, created the Rings of Power. It was the virtually immune to disease.
revealed Sauron who destroyed their home when they refused
to bow to him. In the Third Age the Noldor are a rarer sight, Special Abilities: No race sees better outside during the
most having died in battle or having taken passage to Valinor. darkness of night than the Elves. Noldo vision under
Still, they number amongst them figures such as Galadriel and moonlight or starlight is as good as a Man’s during the height
Glorfindel, and the sons of Elrond. of day. in other situations when there is any light source,
Noldor are taller than their Sindar and Sylvan Noldor can see at least 50’ perfectly and fairly well up to 100’.
cousins, darker of hair, but fairer of skin. However, the In absolute darkness, however, they are no better than Men
descendants of Finarfin and Fingolfin, sons of the Noldor (i.e., they can’t see at all). Their hearing range is three times
High-King Finwë by his second wife, Indis of the Vanyar, are the norm. Noldor are unparalleled at understanding and
golden haired. working with crafts.
Like all elves, the Noldor possess excellent eyesight, and can
see as well under starlight as a human in daylight, and by the CULTURE
sun may see much better than humans; however, complete
darkness robs them of sight just as easily. They also share the Clothing and Decoration: They favor rich clothing and fine
trait common to the Firstborn of immunity to all natural craftsmanship, and often have the appearance of great wealth.
disease.

Page 34
3. 2 - E L V E S - N O L D O R ( H I G H )

Fears & Inabilities: None. sleeveless, usually embroidered or appliquéd with geometric
or weapon-inspired motifs; velvet or brocade mantle with wide
Lifestyle: Of all the Elves of Middle-earth they are the most sleeves, cape-like body, and varying in length from the hip to
ordered. While their brethren are content to wander or mark the ankles; close-fitting hose; soft boots rising only to the
time in quiet diffusion, the Noldor seek to build communities ankles or as high as the knee.
and states in beautiful, guarded places. Females: fine linen, cotton, or silk shift often
pure white in color; jewel-hued silk or velvet gown, sometimes
Marriage Pattern: Monogamous and for life. They with slashed sleeves to reveal the sleeves of the shift
sometimes marry Men. Such unions produce Half-Elves underneath, sometimes sleeveless, often embroidered or
. appliquéd at the neck, hem, sleeves; belt of silk, velvet, or
Religion: Informal and centered around communal celebration decorative cord that encircles the waist and the hips to be
and personal meditation. Like the Dwarves, the Noldor are knotted or otherwise secured in front; soft slippers or ankle
fiery craftsmen who are fast friends of Aulë. The Smith boots; velvet or brocade mantle with wide sleeves, cape-like
imbued them with a heightened respect for physical objects. It body, and hanging to the ankles. Females who leave the Elven
is not surprising then, to find that the Noldor revere Aulë more havens to go adventuring often don garb similar to that worn
than any other Vala, save Varda herself. Like all Elves, they by males.
worship Varda as giver of Light and maker of the stars.
Money: Gems (peridot, aquamarine, beryl, citrine, tourmaline)
OTHER FACTORS worth a total of 2 gold pieces.

Demeanor: Regardless of the line, all Noldor are noble of BACKGROUND OPTIONS
bearing and carry them-selves with assurance. They are
haughty and often appear arrogant. Of all the Elves, they are Background Options (optional): 2 Since the Noldor are
the most inquisitive and passionate, being full of a desire for Elves and tied by their immortality to the Song of Creation,
experience and expertise in the arts and the ways of the world. they are strongly bound to Fate
Because of this thirst for knowledge, the Noldor have often
fallen prey to lust, corruption, and strife. Special Abilities: All available. Replace range 61-65 with:
Starting Language: Quenya, Silvan, Sindarin, Westron and sensitive to the Magic, the way it pools and flows; this
Adunaic. sensitivity causes the character to be immediately aware of the
Bonus Language: Atliduk, Logathig, Nahaiduk, Black presence of any enchantments or spells (cast by Arcane only,
Speech, Apysaic, Haradaic, Orkish or Rohirric. not Divine) within 50 feet.

Prejudices: The Noldor hate Orcs, Trolls, and Dragons above Special Items: All available. Most should be constructed from
all creatures. Due to their pride they tend to look down upon fine or rare materials: ardarcer, arborang (high steel), arheled
non-Dúnedain Men. (high glass), borang (low steel), silver, galvorn, gold, mithril,
Restrictions on Character Classes: None. gems.
Money: 1 – 200 gp’s. Extra Money: Gems (amethyst, diamond, emerald, opal,
OUTFITTING OPTIONS sapphire) worth a total of 1-200 gold pieces.
Stat Increases: Any stat may be increased.
Weapons: Dagger, broadsword, mace, composite bow, long Extra Languages: In addition to the tongues listed above, a
bow, flail, two-handed sword, quarterstaff, javelin, lance, Noldo might in unusual circumstances learn: Black Speech,
falchion, foil, main gauche, rapier, bastard sword, irgaak, Logathig, or Rohirric.
kynac, and long kynac.

Armor: Any. Noldor prefer to derive the protection given by


armor from magical items (rings, bracelets, tiaras) where such
are available rather than from encumbering leather or metal.

Attire:
Males: fine linen, cotton, or silk shirt or blouse
often pure white in color; jewel-hued velvet or silk tunic
(sapphire, emerald, ruby, amethyst, topaz), sometimes with
slashed sleeves revealing the shirt beneath, sometimes

Page 35
3. 2 - E L V E S - N O L D O R ( H I G H )

 Favorite Class: Any


 Level Adjustment: +2
 Valid “Ages”: 1st & 2nd Ages very common. Dwindling
in 3rd Age, and extremely rare 4th Age onward.
 Spell Casting DC Roll Racial Modifier (optional): +1
arcane & divine except +3 nature based magic

3.3 - Elves - Silvan (wood)


OVERVIEW
The Sylvan Elves are the 'common' citizens of the
Elven communities of north-west Middle-Earth. The are
descended from the Sindar and the Nandor, and though less of
the Light of Valinor flows through this people, still they are of
the Eldar (Q. "people of the stars").
Sylvan Elves inherit the Nandorin love of forests
and all green growing things. Unlike the Sindar, they do not
feel the call of the sea, and fewer of these folk have passed
into the Undying Lands. Most elves encountered in the Second
and Third Ages will be Sylvan Elves, as they are the majority
in Lórien, Mirkwood, Hollin, Imladris, and Lindon. Only in
Ost-in-Edhil (until it's destruction) and the Havens do the
Sindar or Noldor outnumber their Sylvan cousins. Sylvan
Elves are much like the Sindar in appearance, sandy haired
[Need original artwork here instead] and clear eyed, but typically shorter than the Grey Elves. Like
all Elves, their features are often considered fey by men
 +2 Dexterity, +1 Wisdom, +1 Charisma, (+2 unfamiliar with them. Like all elves, the Sylvan Elves possess
Comeliness – optional) excellent eyesight, and can see as well under starlight as a
human in daylight, and by the sun may see much better than
 Medium-size (6’ tall)
humans; however, complete darkness robs them of sight just as
 Base speed 30 feet easily. They also share the near immunity to all forms of
 Low-light vision disease common to the Firstborn, and resist diseases
 Immunity to sleep / Charm spells and non-magical
diseases. Silvan, as all Elves, are immune to
aging. They do not sleep, meditating instead for PHYSICAL CHARACTERISTICS
about 4 hours every day. Can detect Secret doors Build: Most are slight of build, and all are thin by mannish
within 5 feet. standards. Males average 150 lbs; females, 125 lbs.
 Proficient with longsword or Shortsword
proficient with Elven longbow. Coloring: Ruddy of complexion, with sandy hair and blue or
green eyes. Other variations are not unheard of.
 +1 bonus feat at 1st level
 +2 racial bonus on Saving Throws vs. fire and Endurance: Cannot carry great burdens, but can travel 16-20
cold effects & Enchantments hours/day. They do not sleep, but rest in a trance 3 hours a day
 +2 racial bonus on Listen, Search, and Spot (which restores Spell Points).
checks. Height: Males average 6’0”; females, 5’9”.
 +2 for Sleight and Move Silently & Hide Skills. Lifespan: Immortal; die only from violence or weariness of
 + 2 to DC for Bardic spells. life.
 +4 racial bonus on Wilderness Lore, Knowledge
(Nature), and Perform (Sing) checks. Resistance: Cannot become sick or scarred and are virtually
 Magical skills are considered cross-class skills for immune to disease.
Silvan Elves. Special Abilities: Their vision under moonlight or starlight is
as good as a Man’s during the height of day. In other situations

Page 36
when there is any light source, Silvan Elves can see at least Weapons: Dagger, handaxe, broadsword, short sword, whip,
50’ perfectly and fairly well up to 1OO’. In absolute darkness, bola, long bow, short bow, quarterstaff, two-handed sword,
however, they are no better than Men (i.e., they can’t see at javelin, spear, main gauche, shang, rapier, kynac, boomer dag,
all). The Silvan folk are superb musicians and have net, boar spear, throwing stars.
tremendous hearing, even for Elves. + 2 to DC for Bardic
Armor: Any. Silvan Elves are a varied group. Some prefer
spells. They are also elusive: +2 for Sleight and Move Silently
enchanted leather armor, while others favor no protective garb,
& Hide Skills.
and guard themselves instead with Shield spells.
Attire:
CULTURE
Weapon-users: Silk or cotton blouse (white,
Clothing and Decoration: Their preferred clothes are usually beige, pale green, or pale grey); trim-fitting tunic (length
forest green, grey, or brown. And range from functional varies from mid- calf to mid-thigh) of heavy silk/cotton or
designs to fanciful expressions of individual creativity. Their leather worked so finely as to drape like fabric (bark brown,
garments lack the formality and pomp typical of Noldo garb. leaf green, storm grey); bandoliers crossing the chest, belt
around the waist, straps around the limbs to accommodate
Fears & Inabilities: none
weapon sheaths; leggings of sturdy canvas or supple leather;
Lifestyle: The culture of the Silvan Elves is best characterized sandals or soft boots.
as unstructured and rustic by Elven standards, but rich and
Non-weapon-users: flowing gauze blouse or
relatively advanced when compared to the ways of Men. They
smock (white, beige, pale green, or pale grey fabric with
have always been independent, but as of late many have
embroidery from a similar color spectrum), sometimes
settled in kingdoms ruled by the Noldor or Sindar. Still, all the
restrained by a gauze or silk sash, otherwise hanging free; silk
Silvan folk enjoy a good journey or adventure and most look
leggings, flowing gauze pants similar to a divided skirt, or a
at life much as a game to be played. Music and trickery are
many-gored gauze skirt (matching the blouse/smock or bark
their favorite pastimes. The Silvan Elves are also masters of
brown, leaf green, storm grey); heavy silk or gauze mantle
the wood and know much of wood-craft and wood-lore.
fashioned like a cloak with sleeves or elongated (shoulder to
Marriage Pattern: Monogamous and for life. They waist) arm openings, usually falling to the ankles, often
sometimes marry Men. Such unions produce Half-Elves embroidered all over to create a leaf texture; sandals
ornamented with gems or carved wood.
Religion: Informal and centered around communal celebration
and personal meditation. Like all Elves, they worship Varda as Money: Possessions to be bartered or sold: Elven rope (1OO’
giver of Light and maker of the stars. The principal difference worth 20 sp; holds up 500 lbs., weighs only 3 lbs.), Elven silk
is their strong attachment to the Vala Oromë, the "Huntsman (length of 3 yards worth 2 gp’s), or an assortment of precious
and Tamer of Beasts". stones (lapis lazuli, malachite, agate, turquoise, onyx, amber)
worth 2 gp’s.

OTHER FACTORS
BACKGROUND OPTIONS
Demeanor: They are a fun-loving but guarded folk.
Background Options (optional): 4
Starting Language: Silvan, Sindarin, and Westron.
Special Abilities: All available. Replace range 6 1-65 with:
Bonus Language: Adunaic, Atliduk, Logathig, Nahaiduk,
special affinity with trees and woodland foliage; all physical
Apysaic, Black Speech, Varadja, or Waildyth.
activities performed by the character are at a + 3 bonus when
Prejudices: The Silvan Elves seclude themselves more readily in forested terrain.
than the Eldar, for they have a less friendly history of relations
Special Items: All available. Due to the Silvan fondness for
with Men. They despise Orcs, dislike Dwarves, and are
woodland, many items should be fashioned from fine or
suspicious of Men.
enchanted wood, even weaponry typically metal in other
Restrictions on Character Classes: None cultures. Steel, silver, white gold, tasarang, and bronze are also
possible materials,
Money: 1-200 gp’s.
Extra Money: Gems (aquamarine, black opal, bloodstone,
came han, garnet, fire opal, blue topaz, jade, star sapphire)
OUTFITTING OPTIONS worth a total of 1-200 gp.

Page 37
Stat Increases: Any stat may be increased.
3.4 - Elves - Sindar (grey)
Extra Languages: In addition to the tongues listed above, a
Silvan Elf might in unusual circumstances learn: Apysaic,
Black Speech, Varadja, or Waildyth.

[Need original artwork here instead]

 +2 Dexterity, +2 Constitution, +1 Wisdom, +2


Charisma, (+3 Comeliness – optional)
 Medium-size (6’ to 6’6” tall)
 Base speed 30 feet
 Low-light vision
 Immunity to sleep / Charm spells and non-magical
diseases. Sindar, as all Elves, are immune to
aging. They do not sleep, meditating instead for
about 3 hours every day. Can detect Secret doors
within 5 feet.
 Proficient with longsword or Shortsword
proficient with Elven longbow.
 +1 bonus feat at 1st level
 +2 racial bonus on Saving Throws vs. fire and
cold effects and Enchantments.
 +2 racial bonus on Listen, Search, Spot, and Swim
checks. +4 racial bonus on Profession (Sailor) and
Craft (Shipwright) checks.
 Magical skills are considered class skills for
Sindar Elves.
 Favorite Class: Any
 Level Adjustment:+3
 Valid “Ages”: 1st & 2nd Ages very common. Dwindling
in 3rd Age, and extremely rare 4th Age onward.

Page 38
 Spell Casting DC Roll Racial Modifier (option): +2 Greenwood the Great and Lórien.
for all types of magic (Arcane, divine, nature)
Although they had never been to the Undying Lands, the
OVERVIEW Sindar still felt the pull of that place in their hearts, and when
they tired of the world, many took the fine white ships out of
The Sindar (sing. Sinda), or 'Grey Elves', are
Mithlond on that final voyage. So it is that the numbers of the
Eldar (Q. "people of the stars"}. As part of the Teleri, the
Sindar in Middle-Earth eventually dwindled.
Third Kindred of the Eldar, they began the journey to Valinor,
but they fell by the way for various reasons. The elves who The hair of the Sindar is typically sandy, their
would become the Sindar settled in the wide lands west of the eyes green, blue or grey. They are ruddy of complexion, and
Ered Luin ("Blue Mountains"), where Elwë, high king of the like all Elves, possessed of a beauty that is sometimes
Teleri, established the kingdom of Beleriand with his queen, frightening to Men. Like all elves, the Sindar possess excellent
the Maia Melian. Although the Sindar did not dwell under the eyesight, and can see as well under starlight as a human in
light of Valinor, still they lived under the rule of two from daylight, and by the sun may see much better than humans;
whose eyes that light shone forth, and long did they benefit however, complete darkness robs them of sight just as easily.
from the benevolence of Ulmo, Vala of the Seas. They also share the near immunity to all forms of disease
common to the Firstborn, and resist diseases
Many Teleri, lead by Olwe, moved to the mouths
of river Sirion, where they were instructed by Osse and Uinen.
During this time the Teleri developed their love of the sea.
PHYSICAL CHARACTERISTICS
When Ulmo to took them to Aman, some of the Teleri, at the
request of Osse, remained in the Falas; together with the Teleri Build: Thin when compared to Men, the Sindar are nearly as
who still wandered inland in search of Elwë, these became the tall as the Noldor but are generally slighter of build. They are
Sindar. The majority of the Teleri, though, went west on the more muscular then the Silvan folk. Males average 190 lbs;
second voyage of Tol Eressea, but at the request of Osse, females, 155 lbs.
Ulmo anchored the island in the bay of Eldamar. There,
Coloring: Most have fair hair and pale blue or grey eyes. Like
surrounded by the beloved sea, but within sight of Aman and
the Noldor, they have light skin
the light of the Two Trees, the Teleri lived for a long time.
Finally their desire for the light of Aman grew so great that Endurance: They do not carry great burdens, but they are
Osse taught the Teleri the art of shipbuilding. Their wide ships capable of traveling 16 – 20 hours a day. The Sindar do not
drawn by swans carried them to the coast of Eldamar where sleep; instead they rest in a trance for 3 hours a day (this
they built the beautiful city of Alqualonde. In Alqualonde the restores any Spell Points used Casting spells.)
Teleri lived somewhat apart from the Valar and the rest of the Height: Males average 6’5”; females, 6’1”.
Eldar, since their hearts still turned towards the sea. Yet
during the revolt of the Noldor they were forced to heed the Lifespan: They are immortal and will only die due to violence
affairs of Valinor, for Feanor demanded their swan ships to or if they weary of life and lose the will to live.
sail to Middle Earth. When Olwe refused, Feanor took the Resistance: They can not become sick or scared and are
ships by force in the kinslaying at Alqualonde; many of the virtually immune to disease.
likely armed Teleri were slain. At the end of the first age the
Teleri befriend Elwing when she and Earendil came to Aman, Special Abilities: Sinda vision under moonlight or starlight is
and for her sake and that of the Sindar they sailed the host of as good as a Man’s during the height of day. In other situations
Valinor to the Great Battle, although their hate of the Noldor when there is any light source, Sindar can see at least 50’
prevented them from actually fighting. In later ages the Teleri perfectly and fairly well up to 100’. In absolute darkness,
lived in Alqualonde. The Teleri were the fairest singers of the however, they are no better than Men (i.e., they can’t see at
Eldar, Ulmo, who was the dearest of the Valar to them, all). The Sindar are less musical than the Vanyar or Silvan
instructed them in music. They called themselves Lindar (the Elves, and are less skilled in forging or crafts than the Noldor.
Singers). Also called the Falmari, the Foam riders, and the Sea Nonetheless, they are adept at all the arts and excel in their
Elves. special provinces. No race builds better boats or ships.
In the Second Age, with the fall of Beleriand into CULTURE
the sea, the surviving Sindar settled in Lindon (the only small Clothing and Decoration: Sindar clothing is exceedingly well
sliver of Beleriand to survive the War of Wrath) and Mithlond made, yet subtle and utilitarian. They do not favor the rich
(the "Grey Havens"), where they built their magnificent ships; grab of their Noldor cousins. Grey and silvers are their chosen
at Edhellond ("Elf Haven") and Dol Amroth on the Bay of colors.
Belfalas; and amongst the Nandor and Sylvan Elves of

Page 39
Fears & Inabilities: None. belt or a sash of linen or silk; close-fitting hose or a sarong
skirt of lucent organdy or heavy silk reaching from mid-calf to
Lifestyle: The Sindar are the most open and cooperative of
the ankles; boots or decorative open sandals; hip-length cape.
Middle-earth’s Elves. They are great teachers and barrowers
The colors of the garments are all variations on white and
and have an interest in the works of all races. This is in
grey: cream, eggshell, ivory, pearl, lemon, charcoal, taupe,
contrast to the more inquisitive Noldor, who are quick to scoff
blue-grey, rose-grey, green- grey, smoke, silver, beige, etc.
at things which are subtle or modest in appearance or utility.
Embroidery and appliqué are used sparingly, usually to create
Grey-Elves are a settled people and enjoy the company of
texture or pattern (as with white on white or cream on lemon)
others. Unlike the Silvan Elves, they build towns and havens
rather than for contrast (white on charcoal or blue-grey on
and gather in close-knit communities. Many of the Sindar feel
ivory).
a kinship to the sea. They build superb ships and are renowned
sailors. Money: Gems (clear quartz, blond chalcedony, zircon,
mother-of- pearl, white spinel) worth a total of 2 gold pieces.
Marriage Pattern: Monogamous and for life. They
sometimes marry Men. Such unions produce Half-Elves. BACKGROUND OPTIONS
Religion: Informal and centered around communal celebration Background Options (optional): 3 (Since the Sindar are
and personal meditation. Like all Elves, they worship Varda as Elves in general are tied by their immortality to the Song of
giver of Light and maker of the stars. Given their love for Creation, Sindar are more strongly bound to Fate and get only
sailing and the sea, they also have a special respect for Ulmo, three
the “Lord of Waters”.
Special Abilities: All available. Replace range 61-65 with:
OTHER FACTORS proficient at learning languages; character receives an
additional 3 languages of his or her choice (subject to GM
Demeanor: Of all of the Elves, the Sindar are the quietest and
approval).
calmest, and appear to be the most content. They are less
frivolous and playful than the Silvan Elves and are less fiery Special Items: All available. Most should be beautifully
and passionate than the Noldor. Sindar feelings are deep and crafted, bearing floral or leaf motifs, and constructed from fine
not easily aroused, but when they are they cannot be stayed. or relatively rare materials: steel, silver, mithril, crystal, close
This is the root of their Sea-Longing. grained wood, marble, agate, amber.
Starting Language: Quenya, Silvan, Sindarin, Westron Extra Money: Gems (fire opal, diamond, pearl, moonstone)
worth a total of 1-200 gold pieces.
Bonus Language: Adunaic, Atliduk, Logathig, Nahaiduk,
Black Speech, Apysaic, Haradaic, Orkish or Rohirric. Stat Increases: Any stat may be increased.
Prejudices: The Sindar are great friends of most races and Extra Languages: In addition to the tongues listed above, a
have remained particularly close to Dwarves. Their chief Sinda might in unusual circumstances learn: Apysaic, Black
enemies are Orcs, Wargs, and Dragons. Speech, Haradaic, or Orkish.
Restrictions on Character Classes: None.
Money: 1 – 100 gp’s.
OUTFITTING OPTIONS
Weapons: Dagger, broadsword, composite bow, long bow,
flail, quarterstaff, two-handed sword, javelin, spear. kynac,
falchion, foil, dag, main gauche, rapier, bastard sword, gé,
yarkbalka.
Armor: Any. Sindar prefer to derive the protection given by
armor from magical clothing (robes, capes, gauntlets, belts,
veils) where such is available rather than from encumbering
leather or metal suits.
Attire: Smock of gauze or light silk; close-fitting vest or tunic
of fine linen, cotton, or heavy silk—tunics vary in length from
short garments barely extending below the waist to long ones
slit up the sides for freedom of movement; leather or metal

Page 40
3. 5 - P E R E D H I L (H A L F - E L F )

Elros - the first King of Númenor - opted for mortality. Those


who become Men receive the Gift of Death and are not bound
to Fate like their Elven kin. The basic Half-Elf, produced by
the union between Elf and High Mannish Stock
For those Half-Elves that choose immortality,
only 4 hours of meditation is needed to be fully rested. For
those that choose mortality, only 5 hours of sleep is needed.

PHYSICAL CHARACTERISTICS
Build: Strong and slender, thinner than Men but stouter than
Elves. They have thin, angular features. Males average 190
3.5 - Peredhil (Half-elf) pounds, females 135 pounds.
[Need original artwork here instead] Coloring: Fair, generally with brown or black hair and grey
"In those days of our tale, there were still some people who eyes.
had both Elves and heroes of the North for ancestors..."
[Hobbit, p.85]. Endurance: Considerable. Half-elves need but 4 hours rest a
day: Sleep for mortals or meditation for the immortals.
Half-Elves, or Peredhil, are the result of the union
between an Elf and a human. Although there have been quite a Height: Males average 6’3”, females 5’11”.
few of them, they are still quite rare. The most famous Half- Lifespan: Mortal Half-elves live 250-500 years.
Elves are Dior Eluchil, the son of Beren and Lúthien, and the
brothers Elrond and Elros, sons of Eärendil and Elwing (and Resistance: Half-elves are virtually immune to disease and
grandsons of Dior on their mother's side). Elros became the natural illness; they have a +1 bonus against cold
first king of Númenor, and reigned for 500 years as Tar- Special Abilities: Half-elves can see extremely well in the
Minyatur (Q. "First Master"), while Elrond remained in dark. Under moonlight or starlight they can see perfectly for
Middle-Earth, and is famous enough that his story need not be 500’. In other darkness situations they see as Elves do (50’ to
told here. Like all elves, Half-Elves possess excellent eyesight, 100’ if a light source is available).
and can see as well under starlight as a human in daylight, and
by the sun may see much better than humans; however,
complete darkness robs them of sight just as easily. They also CULTURE
share the near immunity to all forms of disease common to the
Firstborn, and resist diseases at double their normal Con. Half- Clothing & Decoration: Varies, although it is generally well-
Elves do not have to share in the Gift of Men (i.e. dying of old made and beautifully and subtly adorned. Favored colors are
age), but they do sometimes succumb. Even so, their lifespan deep blues and greens, grey and grey-greens, silver, and white.
will be prodigious. Fears & Inabilities: None.
Lifestyle: Varies, although they generally live in secluded
● st
Valid “Ages”: 1 Age onward, but only after men and retreats or havens, or among Elvenkind. Their culture is much
elves meet as allies. Always rare, almost non-existent like that of the Sindar, although they are constantly concerned
after the 4th age. with the ways of Men.
● Spell Casting DC Racial Modifier: +1 all types of Marriage Pattern: Monogamous. The line is traced through
magic (arcane, divine, nature) the male or female.

Half-elves are a rare breed, the offspring of Men Religion: Quiet, personal, and involving meditation. They
and Elves. While the Dúnedain, Corsairs, and Black respect Eru and the Valar and revere Varda and Orome above
Númenoreans have Elvish (and even Maia) blood, their all others. Those who live by the sea hold Ulmo dear.
connection to Elves lies in the remote past and they are not
called Half-elves, True Half-elves have one Elven parent and
one Mannish parent. Upon reaching adulthood, a Half-elf must OTHER FACTORS
decide whether to live as a mortal Man or an immortal Elf. Demeanor: Patient, reserved, considerate, balanced, mellow,
Elrond of Rivendell chose the latter course, while his brother and thoughtful.

Page 41
3. 5 - P E R E D H I L (H A L F - E L F )

Language: Starting Languages: Most speak Sindarin) as their Free Peoples of Middle-earth; character senses when their
first tongue. They all know Westron and some Quenya. Skill enemies (minions of Sauron, either knowingly or unknowingly)
Development: Half-elves also have the opportunity to learn: are near (within 500 feet).
Adunaic and Silvan Elvish, Bethteur.
Special Items: All available. Finely wrought metals are a
Prejudices: Orcs are their sworn enemies, popular material for such.
Restrictions on Character Classes: None. Extra Money 1-200 gold pieces or Arnorian or Gondorian
mint
OUTFITTING OPTIONS
Stat Increases: Any stat may be increased.
Weapons: Dagger, broadsword, long sword, war hammer,
mace, morning star, composite bow, crossbow, battle-axe, Bonus Languages: In addition to the tongues listed above, a
flail, quarterstaff, two-handed sword, lance, spear, Falchions, Half elf might in unusual circumstances learns: Labba,
main gauche, rapier, dag, armored fist, heavy crossbow, war Logathig, Nahaiduk, or Rohirric.
mattock, bastard sword, boar spear.
Armor: Any. Half-elves are comfortable in plate, scale, and
lamellar armor.
Attire:
Males: silk blouse or tunic, often with full,
gathered sleeves (grey, silver, or white); brocade, damask,
velvet, or heavy silk tabard (deep azure or verdigris or a subtle
pattern combining these hues) varying in length from the hip
to the knees; elegant belt of silver, white gold, bronze, or
polished steel; silk trousers with a tapered leg or close-fitting
hose (grey, silver, blue, or green); soft leather slippers or ankle
boots worn inside sturdier leather boots rising to the knee or to 3.5.1 - H ALF - ELVES A VARI (D ARK )
mid-thigh (various hues of grey, blue, or green); long, full
cloak of deepest blue, dark green, or charcoal grey silk lined
with another lighter shade (sky blue, sea green, pearl grey, [Need original artwork here]
white).
Females: light silk shift (grey, white, or silver)
worn under a form fitting gown of velvet, damask, brocade, or
heavy silk (deep azure or verdigris or a subtle pattern
combining these tints) with a generous, flaring skirt; belt of
silver, white gold, bronze, or polished steel; slippers or ankle
boots of soft or studded leather; mantle of velvet, heavy silk,
or brocade (deep sapphire or indigo, emerald, jade, or moss
green) with elaborate sleeves fancifully tailored, gathered,
slashed, or falling open to drape around the arm while framing
it; long, full cloak of dark blue, pine green, or smoke grey silk  +1 Dexterity, +1 Intelligence, +1 Charisma, (+1
lined with another lighter shade (pastel blue or green, dove Comeliness – optional)
grey, white).  Base speed 30 feet
Money: 20 silver pieces or Arnorian or Gondorian mint.  Low-light vision
 Immunity to sleep / Charm spells and non-magical
BACKGROUND OPTIONS diseases. Avari, as all Elves, are immune to aging.
They do not sleep, meditating instead for about 4
Background Options (optional): 3 if choose “immortality” or
hours every day. They receive an automatic +4 bonus
4 if choose “mortality”.
to detect secret doors within 5 feet, and a +8 bonus
Special Abilities (Background Options modifier – optional): when actively searching for secret doors. They can
All available. Replace range 61-65 with: sympathy for the not become sick and do not scar.

Page 42
3. 5 - P E R E D H I L (H A L F - E L F )

 Proficient with longsword or Shortsword, and  Favorite Class: Any


proficient with Elven longbow.  Level Adjustment: +2
 Valid “Ages”: 1st Age onward, but only after men and
 +1 bonus feat at 1st level
elves meet as allies. Always rare, almost non-existent
 +2 racial bonus on Saving Throws vs. fire and cold after the 4th age.
effects.
 Spell Casting DC Roll Racial Modifier: +2 arcane
 +2 racial bonus on Saving Throws vs. Enchantments and divine, +1 nature
 +2 racial bonus on Listen, Search, and Spot checks.
 +2 racial bonus on Appraise, Craft, and Sense Motive
 Magical skills are considered cross-class skills for
Avari Elves.
 Favorite Class: Any
 Level Adjustment: +2
 Valid “Ages”: 1st Age onward, but only after men and
elves meet as allies. Always rare, almost non-existent
after the 4th age.
 Spell Casting DC Roll Racial Modifier (optional): +1

See Half-Elves overview and the Avari Elves


descriptions for the rest of the details on this race.

3.5.2 - H ALF - ELVES N OLDOR (H IGH )


[Need original artwork here instead] 3.5.3 - H ALF - ELVES S ILVAN ( WOOD )
 +1 Dexterity, +1 Constitution, +2 Charisma, (+2
Comeliness – optional) [Need original artwork here instead]
 Base speed 30 feet
 Low-light vision  +1 Dexterity, +1 Charisma, (+1 Comeliness –
 For those Half-Elves that choose immortality, only optional)
4 hours of meditation is needed to be fully rested.  Base speed 30 feet
For those that choose mortality, only 5 hours of  Low-light vision
sleep is needed.  Immunity to sleep / Charm spells and non-magical
 Proficient with longsword and Shortsword. diseases. Silvan, as all Elves, are immune to
Proficient with Elven longbow or Great composite aging. They do not sleep, meditating instead for
longbow. about 4 hours every day. They receive an
 +1 bonus feat at 1st level automatic +4 bonus to detect secret doors within 5
 +1 racial bonus on Listen, Search, and Spot feet, and a +8 bonus when actively searching for
checks. secret doors.
 +1 bonus against cold  Proficient with longsword or Shortsword.
 Magical skills are considered cross-class skills for Proficient with Elven longbow.
Half-Elves.  +1 bonus feat at 1st level
 Automatic languages: Sindarin, Westron, and  +1 racial bonus on Saving Throws vs. fire and
Adúnaic cold effects.

Page 43
3. 5 - P E R E D H I L (H A L F - E L F )

 +1 racial bonus on Saving Throws vs. with Elven longbow.


Enchantments  +1 bonus feat at 1st level
 +2 racial bonus on Listen, Search, and Spot
checks.  +2 racial bonus on Saving Throws vs. fire and cold
 +2 for Sleight and Move Silently & Hide Skills. effects.
 + 2 to DC for Bardic spells.  +2 racial bonus on Saving Throws vs. Enchantments
 +4 racial bonus on Wilderness Lore, Knowledge
 +2 racial bonus on Listen, Search, Spot, and Swim
(Nature), and Perform (Sing) checks. checks. +4 racial bonus on Profession (Sailor) and
 Magical skills are considered cross-class skills for Craft (Shipwright) checks.
Silvan Elves.
 Favorite Class: Any  Magical skills are considered class skills for Sindar
 Level Adjustment: +1 Elves.
 Valid “Ages”: 1st Age onward, but only after men and  Favorite Class: Any
elves meet as allies. Always rare, almost non-existent
after the 4th age.  Level Adjustment: +2

 Spell Casting DC Roll Racial Modifier (optional): +2  Valid “Ages”: 1st Age onward, but only after men and
nature, +1 others (arcane and divine) elves meet as allies. Always rare, almost non-existent
after the 4th age.
 Spell Casting DC Roll Racial Modifier (optional): +1

3.5.4 - H ALF - ELVES S INDAR ( GREY )

[Need original artwork here instead]


 +1 Dexterity, +2 Constitution,+1 Charisma, (+1
Comeliness – optional)
 Base speed 30 feet
 Low-light vision
 Immunity to sleep / Charm spells and non-magical
diseases. Sindar, as all Elves, are immune to aging.
They do not sleep, meditating instead for about 3
hours every day. They receive an automatic +4 bonus
to detect secret doors within 5 feet, and a +8 bonus
when actively searching for secret doors.
 Proficient with longsword or Shortsword proficient

Page 44
3. 5 - P E R E D H I L (H A L F - E L F )

4 - H OBBITS /H ALFLINGS (K UDUK )


[Need original artwork here instead]

 -4 Strength, +1 Constitution, +4 Dexterity, -2 Wisdom


 Base speed 20 feet
 Small-size (3’ to 4' tall)
 +4 racial bonus on Hide and Move Silently checks
 +1 racial bonus on all Saving Throws
 +4 racial bonus on Will Saving Throws, in addition to
the bonus listed above.
 +5 Additional bonus on saves versus poison
 +2 additional bonus on saves versus disease
 +4 additional bonus against “corruption” and “sanity”
loss
 +1 bonus feat at 1st level
 +4 bonus Skill Points at 1st level and +1 bonus Skill
Point per level thereafter
 feet and hands are almost immune to heat and cold
 May choose one cross skill and make it a Class skill
 Automatic languages: Westron
 Valid “Ages”: Early to mid 3rd Age onward
 Level Adjustment: 0
 Spell Casting DC Roll Racial Modifier (optional): -2
to arcane and divine, +1 to nature-based
OVERVIEW
Hobbits are a diminutive folk, standing a little
less than four feet on average. Hobbit men tend towards a
robust build; Hobbit women are more often than not
curvaceous. Their complexions are similar to those of the
Eriadoran Men who live outside the Shire, with tanned faces

Page 45
4 - H O B B I T S /H A L F L I N G S (K U D U K )

and hair ranging from dark blonde to black. Hobbits are


generally cheerful; though often wary of 'big folk' they aren't 4.1.1 - H OBBIT A NCESTORS
familiar with. On the whole, Hobbits are perhaps the most
The early predecessors to what are now well known as
peacefully ignorant People within the bounds of Middle-Earth, “Hobbits” might be referred to as “Protohobbits”. Gollum may
easy to cheer and with little understanding of the dangerous
have been of this race, before they migrated far to West, and
world outside the borders of the Shire. settled in what would later be known as The Shire.
Hobbits have an unclear origin, although it
[Need original artwork here ]
appears they arose in the East in the First Age, at about the
same time as Men. Indeed they are daid to be related to Men.
Their habits however, are unique: they burrow and dig and
reside in “holes”: thys their name Kuduk, which means “hole- They have a different set of skills, abilities, and interests from
dweller” (from the ancient Rhovanion Hobbitish kûd-dûkan). “more civilized” Hobbits folk....
The Hobbits migrated out of Rhovanion over the Anyone wishing to play a Hobbit prior to the settling of The
Misty Mountains into Eriador sometime early in the Third Shire (Third Age 1601) should use this variant unless the DM
Age. They came into the Kingdom of Arthedain, one of the rules that it is okay to choose from one of the other Hobbit
Arnorian successor states, and gave their allegiance to the branches. They can still choose to be one of the three types of
King in exchange for autonomy within their home, which in hobbits, but the skill sets will be the same for all “proto-
time they came to call the Shire. When Arthedain fell, the Hobbits”, and not as differentiated as they became after by the
Hobbits were left to their own devises, but as one of the few time of the creation of the Shire.
civilized places in Eriador, the Shire and the surrounding
farming lands were never really alone.
In the late Third Age, the Hobbits are only known
in the Shire and some other parts of Eriador, though legends of
them remain amongst the Riders of Rohan. However, it is
possible that a small population of Stoors remain by the banks
of the Anduin, hiding still in their holes.

PHYSICAL CHARACTERISTICS
Build: Smallest of the speaking people, Hobbits average
between 2 and 4 feet in height, and tend to be fat or pudgy.
They have large and hairy feet—to the point of being furry.
There are three principal varieties, or tribes, of
Hobbits: the Harfoots, Stoors, and Fallohides.

Page 46
4 - H O B B I T S /H A L F L I N G S (K U D U K )

The Stoors are the stockiest Hobbit folk and often appear
shorter than some of the Harfoots because of their wide
profile. Generally, however, they are taller than Harfoots and
shorter than Fallohides (average: males, 3’7”, 66 pounds;
females 3’5”, 62 pounds). Their coloration is also somewhat
of a compromise, although they have curly brown hair which
resembles that of their shorter cousins. Nonetheless, the most
distinguishing features of Stoors are their huge hands and feet
(large even by Hobbit standards) and frequent beard growth.
Endurance: Hobbits have a subtle ruggedness which is akin
to that of Dwarves and Orcs. When pushed, they can travel
long distances over tough terrain, despite the fact that their
normal routine requires frequent meals and relaxation.
Lifespan: 90-120 years. They become adults at 30.
Resistance: Their feet and hands are almost immune to heat
and cold. Accordingly, they are almost always barefoot. Their
innate simplicity and innocence gives them heightened
resistance to magical attacks.
Special Abilities: Dexterous, they move nimbly and quietly.
Their long, strangely slender fingers allow them to craft fine
handiwork and help explain their fine reputation as thieves.

4.1.2 - FALLOHIDES CULTURE


[Need original artwork here instead] Clothing & Decoration: They wear linen or wool garb—
The Fallohides are the tallest (average: males, shirts, pants which fall to the upper ankle, and brightly colored
3'9”, 65 pounds; females, 3'7”, 62 pounds).They have fair skin vests. They occasionally don hats, but rarely wear shoes or
and, of all the groups, resemble Men the most. Their numbers gloves.
are small, however, and some observers have confused them
with nearby mannish groups. Fears & Inabilities: Hobbits shy away from the bizarre or
unusual, but otherwise have normal dispositions.
Lifestyle: They are capable craftsmen, but are not friends of
complex machines or magic. Their vices are few: six hefty
4.1.3 - HARFOOTS meals a day, pipe-weed smoking, and bright apparel. Still,
regardless of this dull and insular lifestyle, the Hobbits’ steady
[Need original artwork here instead] approach to life has proved successful; in the face of wars,
plagues, and famines, they have survived relatively
undisturbed.
The most common Hobbits are Harfoots. They are the smallest
in size (average: males, 3’5”, 54 pounds; females 3’3”, 51 Some Hobbits are curious enough to travel or
pounds) and the darkest in color, having brown skin and hair. adventure a bit, and the Fallohides have produced a
Neat and uniformly beardless, they are in many ways the considerable number of rather bold individuals. Each Hobbit
picture of the average Hobbit. tribe has its own favorite locale: Fallohides enjoy the
woodlands found in cool northern climes; Harfoots favor
hillsides and highlands; and Stoors prefer riversides and
flatlands. Accordingly, their preferences have had an effect on
their living patterns. The conservative Harfoots, for instance,
have always had sites for their traditional smials or Hobbit-
4.1.4 - S TOORS hole houses, while the Stoors and Fallohides have begun
relying on surface dwellings of wood, brick, or stone.
[Need original artwork here instead]

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4 - H O B B I T S /H A L F L I N G S (K U D U K )

All the Hobbits enjoy the simple life of farmers, blue, scarlet, grass green) waistcoat or vest, often embellished
millers, and craftsmen. Workshops and sheds dot their with embroidery or made from an ornate brocade; leather belt
territories, uniformly low structures, for the Halflings hate with a pewter, gold, or brass buckle; loose woolen trousers
towers and rarely build above the first story. with legs that reach anywhere from just below the knee to just
above the ankle, often stripped (bright yellow, green, blue,
In the Shire (K. “SCiza”) the traditional office of
orange), always vibrantly dyed.
the ruling Thain is hereditary.
Females: white or cream linen blouse and
petticoat; dirndl- styled woolen jumper in a bright hue (lemon
Marriage Pattern: Monogamous. Harfoots and Fallohides yellow, fuchsia pink, sky blue, apple green, turkey red),
trace their lines through either the male or female. Stoors trace reaching to mid-calf; bodice (in a contrasting color) that laces
theirs through the female. up the front; lace or crocheted shawl knotted around the top of
the shoulders; white or cream linen apron.
Religion: Hobbit religion is without exception low-key and in
for mal. It is actually a series of joyful celebrations centering Money: 20 silver pieces of Arnorian mint.
on the gifts of Nature. Mid-years (midsummer’s) is the time
BACKGROUND OPTIONS
for the summer festival, while the two Yule days at the
beginning and end of the year mark the beginning of the return Background Options (optional): 5 Those Hobbits who dare
of the Sun and the march toward Spring. Harvest times, of venture away from home are assumed to be extraordinary.
course, are always of special note.
Special Abilities: Range 71-75 not available (re-roll).
OTHER FACTORS
Special Items: Spell adders and items that cast spells not
Demeanor: Hobbits are basically cheery, conservative, available. Only items that perform a natural task in a superior
unassuming, and peaceful folk. Ambition is not part of their way (weapon, saddle, rope, lockpick, etc.) would be present in
makeup. Most are conformists who avoid the unknown and Hobbitish society.
shun adventure, preferring instead to stay within the comforts
Extra Money 1-200 gold pieces of Arnorian mint.
of neat, humble villages.
Stat Increases: Strength and Charisma may be increased by 1
Language: Starting Languages: Hobbits speak their own
at most. All other stats available for normal background option
subtle variant of Westron which is modern Hobbitish. This
increase.
adoption of the Common Speech is indicative of their subtle
adapt ability, for the whole of the tribes abandoned the Extra Languages: In addition to the tongues listed above, a
original Kuduk tongue when they migrated out of Rhovanion Hobbit might in unusual circumstances learn: Atliduk, Dunael,
in the 13th and 14th centuries of the Third Age. The Nahaiduk, Orkish, Rohirric, Silvan Elvish, or Bethteur.
traditional Westron name for Hobbits is Banakil (W.
“Halfling”). Hobbits also have the opportunity to learn:
Adunaic, Kuduk.
Prejudices: Fallohides are the most prone to mingle with Big
People. Stoors rarely deal with other races, and the Harfoots,
for the most part, prefer to interact with the grim Dwarves. All
Hobbits share in hating Wargs and Orcs.
Restrictions on Character Classes: Hobbits produce no Spell
Caster or Psionic Users, other than Druids.
OUTFITTING OPTIONS
Weapons: dagger, handaxe, short sword, club, short bow,
sling, blackjack, jo, pilum, throwing stars.
Armor: None or soft or rigid leather. Only in rare
circumstances will a Hobbit acquire something like Bilbo’s
shirt of Elven chain mail.
Attire:
Males: white or cream linen shirt; colorful (royal

Page 48
5 - M E N – (H I L D O R OR ATANI)

of blond and cream. Unlike the High Men, many wear beards
and mustaches. From their ranks come the vast majority of
Middle-earth's mannish lines.

5 - M EN – (H ILDOR OR A TANI )
[Need original artwork here instead]

Men were the Secondborn, and first arose in Utter


East during the First Age. There, in a land called Hildórien,
they awoke to find a wild continent, and it was some time
before they firs encountered the Firstborn (the Elves). The
Eldar (Elves) gave men the name of Hildor (E. "Followers"), 5.1 - Men – Beornings
although they are now more commonly called Atani (Quenya)
or Edain (Sindarin) which both mean "Second People". [Need original artwork here instead]
Men differ from the Elves in many ways, the least
subtle of which is their "Gift of Death". Men are mortal and  +2 Strength, +2 Constitution, -2 Charisma, -1
live their brief lives with a fire and passion unlike any other Dexterity
race. They are also more varied in nature and often flawed and  Medium-size (6’ to 6’ 6” tall)
vulnerable. Unlike the Firstborn, they are quite susceptible to
disease and temperature extremes. In the First, Second, and  Base speed 30 feet
Third Ages, however, they rarely weary of life.  +4 racial bonus on Knowledge (Nature), Animal
There are two greater groupings of Men: the High Empathy, and Wilderness Lore checks.
Men, who are commonly called Edain; and the Common Men,
those who did not ally themselves with the Elves in the wars  +1 bonus feat at 1st level
against Morgoth. Some speak of the Northmen as a third
 Proficient with longsword or Great Axe.
group, Middle Men, who are racially close to the Edain, but
did not benefit from any contact or alliance with the Elves.  +4 bonus Skill Points at 1st level and +1 bonus Skill
Blessed by their faith in Eru and his Vala Point per level thereafter.
servants, the Adan line is special. High Men are exceptionally
large, averaging 6'3" to 6'7" and weighing 200-275 pounds.  Automatic languages:
Their great bones and musculature gives them a grand  Favorite Class(es): Ranger or Barbarian
appearance; only the Noldo Elves rival their strength. They are
not as nimble or resilient as the Elves however. The hair of  Level Adjustment: 0
High Men is dark-brown or coal-black – their eyes blue, grey,  Valid “Ages”:
or black – and they tend toward fair skin. Those of pure blood _________________________________________
live as long as 250-300 years.
Common Men are more numerous and lessed  Spell Casting DC Roll Racial Modifier (optional): -1
blessed. Stocky and relatively short (5' to 6'4"), they have arcane and divine, +1 nature
produced a wide variety of types. Their hair and skin colors
vary from the deepest brown and blacks to the lightest shades

Page 49
5. 1 - M E N – B E O R N I N G S

periods in order to conduct military, religious, or social affairs.


OVERVIEW
Marriage Pattern: Monogamous. The line is traced through
the male.
Also called Beijabar or Bajaegahar, this
dispersed group of large men has a confused origin. They Religion: Centers on the ancient Cult of the Bear (Rh.
are a Northmen branch related to the Woodmen, Lake- “Bairakyn”). The head of the Cult, or Waildanbair (Rh.
men, and Dale-men of Rhovanion, although they “Ruling Bear”), is also the hereditary lord of the whole
Beorning clan and is the foremost of the famous Shape-
apparently become distinct in eldar times, probably before changers. During their secluded ceremonies, these Men take
the Northman migrations out of Eriador. Their numbers the form of bears and recreate their ancient legends and epics
are few, and some have distinguished them as a clan using complex dance rituals. These gatherings occur at
rather than a separate people. Culturally, and to some specific holy places which have some connection to their
degree physically, however, they are unique. Wild patron Vala Oromë (whom they call Araw).
animals will not attack a Beorning unless actively
Demeanor: Beornings are loners by nature, but enjoy their
provoked. rare moments with others. Generous and normally quiet and
intro spective, they can become jovial and explosive when in
PHYSICAL CHARACTERISTICS social situations. Their deep, thundering laughter is legend. As
Build: Physically, the Beornings are the largest of the warriors, Beornings are fierce and often uncontrollable. This is
Northmen, and all are strong of build and bone structure. Men particularly true of the rare Shape-changers, for they have a
are exceedingly hairy; they average 215 pounds. Women tendency to transform into Bears when outraged or overly
average 145 pounds. stimulated. Once Bears, they can attack with tremendous
force, but they have little more than single-minded instinct to
Coloring: Their complexions are fair, but unlike most work upon.
Northmen (who usually are blond), the majority have reddish
hair. Language: Starting Languages: Beornings generally use two
forms of communication: their standard language Atliduk and
Endurance: Beornings need sleep only twice every three the system of Nature-signals called Waildyth. The latter can be
days. used to speak over long distances without betraying one’s
Height: Men average 6’4”; women, 5’7”. presence, since the sounds are merely variations on the noises
of the wild—beasts, the wind, and the like. Most Beornings
Lifespan: 80-100 years. also know Westron and the Woodman tongue Nahaiduk.
Resistance: Average. Prejudices: Beornings hate Orcs, Wargs, Trolls, Giants, and
Special Abilities: Wild animals will not attack a Beorning Dragons.
unless actively provoked. Restrictions on Character Classes: Beornings produce no
Spell Caster or Psionic Users other then Ranger, Druids,
however, a few are Shape-changers who can change from Man
CULTURE to Bear- form, but have limited control over this process.
Clothing & Decoration: They are extremely hairy, and their
tendency to wear furs gives them an “animal-like” appearance.
Favoring rugged tunics, capes, and woolen pants with OUTFITTING OPTIONS
leggings, they rarely wear any traditional armor. Weapons: dagger, handaxe, broadsword, club, mace, whip,
Fears & Inabilities: They shy away from civilized areas. bola, short bow, sling, quarterstaff, woodsman’s axe, cud gel,
jo, cabis.
Lifestyle: Beornings have traditionally lived in small groups
or single families on well-tended “manors.” Some, like Armor: None or soft or rigid leather.
Beorn’s line, have favored relative lowlands, while the Attire: Males: soft or suede leather tunic (with sleeves
majority resides in the passes and foothills of the Misty reaching from mid-forearm to the wrist) trimmed with fur
Mountains or Grey Mountains, in each case, their presence is (rabbit, beaver, mink, marten, sable) at the neck, waist, and
extremely subtle. Beorning families tend both themselves and hem; leggings of soft or suede leather; stout leather boots;
their surrounding manors with the aid of a wide variety of cloak made from a dear, bear, or cougar pelt.
friendly animals, members of the household which appear
tame to the outsider. Males leave their manors for extended Females: the same garments described above with the addition

Page 50
5. 1 - M E N – B E O R N I N G S

of a full suede skirt (falling to mid-calf or the ankles) trimmed


with firs at its hem; or a caftan-styled gown of soft leather
with its pleats hanging from a yoke and possessing long wide
sleeves. Varying shades of tan, brown, and red are the favored
colors for Beorning garments. Small spots of yellow, white, or
sky blue occasionally are used ornamentally in a yoke at neck
or waist. Women who go adventuring often wear leggings
without a skirt if they must be prepared for combat.
Money: Goods to be bartered or exchanged for coinage: 10
deerskins, finely worked, worth 2sp each; 5 otter pelts worth 4
sp each; 4 beaver pelts worth 5 sp each.
BACKGROUND OPTIONS
Background Options (optional): 5 Those Beornings who
leave their tight society are assumed to be special.
Special Abilities (B.O. - optional): All available. Modification
to range 71-75: the spellcasting learned must be within one of
the Divine spell casting classes not Arcane.
Special Items: No items casting Arcane spells or Arcane
enhancing Essence-using abilities are available. Divine spells,
although rare, may be present, as may the enhancement of
Divine spellcasting abilities. Beorning craftsmanship is
excellent, although their work is rustic and lacks the
refinement typical of Elvish crafts.
Extra Money: A selection of pelts worth 1-200 gp’s (black
fox, 5 gp’s; marten, 8 gp’s; black sable, 10 gp’s; ermine, 13
gp’s; golden sable, 15 gp’s; mink, II gp’s; red sable, 12 gp’s;
white fox, 7 gp’s).
Hobbies: Primary Skills:_______________________
Secondary Skills:____________________
Artistic Skills:_________________________
Craft Skills:_____________________________
Influence Skills:___________________________
. Lore Skills:_____________________________

Stat Increases: Any stat may be increased.


5.2 - Men - Black Númenóreans
Extra Languages: In addition to the tongues listed above, a (“The King's Men” or “The Unfaithful”)
Beorning might in unusual circumstances learn: Labba, & [Need original artwork here instead]
Orkish.  +1 Strength, +2 Constitution, +1 Charisma, (+1
Comeliness – optional), -2 Wisdom
 Only of Evil or Neutral alignment
 Medium-size (6’ to 6’ 6” tall)
 Base speed 30 feet

Page 51
5 .2 - M E N - B L A C K N Ú M E N Ó R E A N S

 Proficient with longsword & Shortsword; proficient The term "Black Númenórean"(S.
with Great composite longbow. "Mornúmenedain") is used to describe Men of Dúnedain stock
who are descended from the "Unfaithful" Númenórean
 +4 racial bonus on Profession (Sailor), Craft
colonists and conquerors who came to Middle-earth during the
(Shipwright) checks and Swim skill
middle and late Second Age. These Unfaithful had broken
 +1 bonus feat at 1st level with the Valar and Elves who had bequeathed them the island
kingdom of Númenor at the beginning of the Second Age, and
 Automatic languages: Adûnaic, Westron many worshiped their own idols or paid homage to the Dark
 Level Adjustment: +1 Lord Sauron. Gradually, the Unfaithful came to control
Númenor and her colonies, the greatest of which was centered
 Valid “Ages”: Latter 2nd age near the last centuries on the Havens of Umbar. When Númenor was destroyed by
before Númenor's fall, after Númenor's fall, and the 3 rd Eru in S.A. 3319 many of the Unfaithful survived in their
Age onward. refuges in Middle-earth. Black Númenóreans, therefore, are
 -2 penalty for saving throws against “corruption” actually very similar in physical and cultural character to the
resistance, and “sanity” loss checks Dúnedain. Certain changes have occurred after their centuries
of separate development, but both groups have actively sought
 Spell Casting DC Roll Racial Modifier (optional): +1 to remain relatively pure and true to their origins.
arcane, 0 divine, -1 nature, +2 evil/necromantic
PHYSICAL CHARACTERISTICS
Build: Strong and imposing with angular features. Men
average 225 pounds; women, 150 pounds
Coloring: After the long years in the hot south, the Black
Númenóreans have tanned, grey-brown skin, and black hair.
Their piercing eyes are various shades of grey.
Endurance: Considerable.
Height: Men average 6’4”; women, 5’10”
Lifespan: 175-250+ years in second age before fall of
Numenor. 90-175 years in third age onward.
Resistance: Average
Special Abilities: +5 to boat-handling related skills and Dcs
(sailing, boating, etc.) +2 to their attack bonus, – 2 to their
armor class because of their arogance and straight forward
attack approach. + 2 to attack bonus and AC of any ship
commanded and crewed by Black Númenóreans.

CULTURE
Clothing and Decoration: Black and gold are their favored
colors. They wear rich clothing made of dyed silk and cotton.
Gems and feathers add elaboration. The ‘karma’ – Númenor’s
famous overlapping scale helm surmounted by a colored
leather fish crest – is still in use.
Fears & Inabilities: They fear death but not in battle.
Confidence and passion lead them to believe they can
overcome any known physical enemy.
Original Artwork, “Sauron Defies The Valar” by Maria Lifestyle: Black Númenórean culture reflects a rigid slant.
Lombide Ezpeleta ©2006 Their societies are well ordered and ruled by force of
OVERVIEW personality, backed by harsh law. Dictators and Oligarchs hold

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5 .2 - M E N - B L A C K N Ú M E N Ó R E A N S

sway over the people, most of whom are subject races who lazuli; gemstone spangles of diamond, ruby, emerald, topaz,
serve and pay tribute to the Black Númenórean upper class. etc.); tabard or over-tunic of silk, black or gold preferred,
Warriors are considered the elite and most Men serve in the ornamented with embroidery in metallic thread (gold,
Navy at one time in there lives. This has enabled them to electrum, bronze) wrist bracers of gold or bronze with
almost always be at war. Superb craftsmen and fighters, the geometric engraving; belt of metal or leather with extensive
Black Númenóreans are experts at shipbuilding and naval metallic ornamentation; silken hose; leather slippers with
warfare. metallic embroidery or soft leather boots; cloak of spangled
gauze or of features
Marriage Pattern: Monogamous. The line is traced through
the male females: silk or cotton gown of rich hue (burgundy, violet,
indigo, cerulean) with beadwork ornamenting the sleeves,
Religion: Organized religion is the norm among Black
neck, and hemline (seed pearls; beads of jade, carnelian,
Númenóreans. The most important cults are those pertaining to
malachite, agate, or lapis lazuli; gemstone spangles of
death and the afterlife, for these old Númenóreans concerns
diamond, ruby, emerald, topaz, etc.); tabard or over-tunic of
have been perpetuated and modified. Mummification is the
silk, black or gold preferred, ornamented with embroidery in
norm. Most revere their own local heroes or gods associated
metallic thread (gold, electrum, bronze) and gold, onyx, or
with war, power, terror and the unknown. They see the
black opal beadwork; belt of metal or leather slippers with
untamed Darkness as the only frontier they cannot master;
beadwork or embroidery over their entire surfaces; cloak of
therefore they worship it. Those few that still worship the
spangled gauze or of features
Valar favor Tulkas the Strong, the greatest warrior of strength
and deeds. It is the always-laughing Tulkas who best embodies Money: 2 gold pieces.
the spirit of raw strength, for he is quick to make war, weak of
BACKGROUND OPTIONS
counsel, forthright and sworn of passion and honor.
Background Options (optional): 3, Due to their stratified
society and rigid upbringing.
OTHER FACTORS
Special Abilities: All available. Modification to range 56-60;
Demeanor: Black Númenóreans are generally haughty and the animal with whom the character feels an empathetic bond
self-centered — rash, confident and full of pride. They believe should be a predator or an animal of war; i.e., war Dog, War
in their own superiority and support the view that it is the Horse or hawk, ferret or Shark.
destiny of their race to rule Middle-Earth. Their views have
Special Items: All available Númenórean workmanship is
made them quick to strike a blow; warlike and single-minded,
superb and favors geometric motifs as well as strong contrast
they enjoy a fight.
such as that shown by the juxtaposition of onyx and gold.
Language: Adunaic, Haradaic, Westron.
Extra Money: 1-200 gold pieces.
Prejudices: Black Númenóreans are biased against nearly
Stat Increases: Any stat except Wisdom may be increased.
every other people, but their prejudices against the Elves and
the Dúnedain are particularly vehement. Extra Languages: In addition to the tongues listed above, a
Black Númenórean might in unusual circumstances learn:
Restrictions on Character Classes: None
Black Speech Avari Elvish or Silvan Elvish
Money: 2 – 200 gp’s’s

OUTFITTING OPTIONS
Weapons: Battle-axe, broadsword, composite long bow,
dagger, flail, lance, spear, mace, morning star, quarterstaff,
short sword, two-handed sword, armored fist, bastard sword,
cat of nine tails, falchion, long sword, pole arm, harpoon,
shang.
Armor: Any. Prefer scale mail armor.
Attire: Males: silk or cotton gown of rich hue (wine, purple,
cobalt, absinthe) with beadwork ornamenting the neck (seed
pearls; beads of jade, carnelian, malachite, agate, or lapis

Page 53
5 .2 - M E N - B L A C K N Ú M E N Ó R E A N S

 +4 racial bonus on Profession (Sailor), Craft


(Shipwright) checks and Swim skill.
 +5 bonus for sky-watching/weather related prediction
DCs/skills
 +4 to gather Information
 Automatic languages: Westron, _________________
 Level Adjustment: 0
 Valid “Ages”: Only after T.A. 1447
 Spell Casting DC Roll Racial Modifier (optional): 0,
+1 sea-related magic
OVERVIEW
The Corsairs are descendants of the Dúnedain
rebels who fled from Gondor in the wake of the Kin-strife of
T.A. 1432-47. Most settled in Umbar in T.A. 1447 and began a
long struggle for control with the stronger Haradan and Black
Númenorean elements. Since that time modest inbreeding with
the locals has created a somewhat distinct group, although
their Dúnedain roots remain strong. They long to reclaim
Gondor as their own.

PHYSICAL CHARACTERISTICS
BUILD: Strong of build; males’ average 215 pounds, women
145 pounds.
COLORING: Corsairs are generally fair skinned and have
grey or bluish eyes and dark brown hair.
Endurance: Considerable. They do not get seasick.
Height: Men average 6’3”, Women 5’9”
Lifespan: 95-190
Resistance:
Special Abilities: All available

CULTURE
5.3 - Men - Corsairs (The Rebels) Clothing and Decoration: Corsairs favor purple, red, and
[Need original artwork here instead] gold clothing made from silk or fine cotton. They wear tunics
and only rarely don leggings. Men wear gold collars, while
 Ability modifiers: +1 Strength, +1 Constitution women are well adorned with jewelry.
 Medium-size (6’ to 6’ 6” tall) Fears and Inabilities: Disease and Illness, and their own
natural mortality.
 Base speed 30 feet
Lifestyle: Corsair culture reflects the conservative elements
 +1 bonus feat at 1st level found among Gondor's aristocracy; only it is carried to an
 Proficient with rapier & scimitar; proficient with extreme. The warm coastal influence of Umbar has added
Composite shortbow. some additional influences, mostly Black Númenorean, and

Page 54
5 .3 - M E N - C O R S A I R S (T H E R E B E L S )

the result is a throwback to the ancient marine culture of worn off the shoulder, usually in the rich colors favored by the
Númenor. Corsairs (crimson, violet, gold); ankle-length silk or cotton
underskirt, often pleated or gathered into a yoke at the hip,
Marriage Pattern: Monogamous. The line is traced through
again in rich hues; short over-skirt of silk or damask, falling to
the male
mid- thigh or to the knee, with an elaborate hemline
Religion: Corsair religion is preoccupied with Death and (crenellated, fringed, scalloped); bodice with showy laces;
Darkness, and largely revolves around ancestor and hero ornamental gold belt; sandals or silk slippers.
worship. Great Númenorean Kings are revered as godlike.
Money: 2 gold pieces.
Ceremonies dwell on the perpetuation of the life of the
individual and, more importantly, the lineage. The dead are
buried with elaborate fanfare and are laid to rest in a preserved
BACKGROUND OPTIONS
state, one of pronounced splendor. Some revere Námo, the
Keeper of the Dead, or Varda. Background Options (optional): 4
Prejudices: The Corsairs are a minority group and are locked Special Abilities: All available.
in a constant struggle with their allies the Black Númenoreans,
Special Items: All available. Corsairs favor weapons and tools
the Dúnedain “The Rebels” and Haradrim. They are jealous of
ornamented with gold.
the Black Númenoreans & Dúnedain “The Rebels” and they
view the Haradrim as an inferior race, one that must be Extra Money: 1-200 gold pieces of Umbarean mint.
tolerated. Stat Increases: Any stat except Intuition may be increased.
Extra Languages: In addition to the tongues listed above, a
Corsair might in unusual circumstances learn: Black Speech,
Orkish, Sindarin, or Silvan Elvish.
OTHER FACTORS
Demeanor: Aggressive, haughty, determined, embittered —
the Corsairs have the attitude of royalty in unjust exile.
Language: Adunaic, Haradaic, Westron.
Restrictions on Character Classes:None.
Money: 2 – 200 gps.

OTHER FACTORS
Weapons: Dagger, scimitar, broadsword, short sword, mace,
morning star, whip, bola, composite bow, long bow, short
bow, flail, quarterstaff, two-handed sword, lance, spear,
armored fist, bastard sword, boar spear, cat of nine tails,
cutlass, falchion, harpoon, main gauche, net, pole arm, saber.
Armor: Any. Corsairs who are wealthy adorn their armor with
gold chasing or engraving. Some favor wearing a modified
version of the old karma helm.
Attire: Males: silk or cotton blouse in the rich colors favored
by the Corsairs (scarlet, purple, gold), usually with
embroidered borders at the wrists and neck; silk or Cotton
tunic (also in a rich hue), often worn without a shirt, reaching
to anywhere between the ankles and just above the knee,
possessing an elaborate hem (fringed, crenellated, scalloped);
belt of heavy gold plates en graved with sea motifs; collar of 5.4 - Men – Dorwinrim
engraved gold plates; sandals or leather boots.
[Need original artwork here instead]
Females: silk or cotton blouse with revealing neckline often  0 Ability Modifiers

Page 55
5. 4 - M E N – D O R W I N R I M

 Medium-size (5’ 6” to 6’ tall) Lifestyle: They are traders and river-men who abandoned their
nomadic past in favor of an urban, albeit rustic life. Dorwinion
 Base Speed 30 feet
is known for its fine wines and strong oils. Hardy vines cover
 +1 bonus feat at 1st level the land and provide the principal sources of income: grapes
and wine. Trees produce olives and olive oil. Additional
 +6 saves versus poisons revenue comes from the Sea of Rhûn: shellfish products, food,
 +3 racial bonus on Acting, Diplomacy, Profession and dyes bring good money to the Dorwinrim.
(Vintner) and one other profession skill checks Marriage Pattern: Monogamous. The line is traced through
 +2 for boat handling, +4 bonus Skill Points at 1st level the male or female.
and +1 bonus Skill Point per level thereafter. Religion: Dorwinadan religion is a prominent and stable
 May choose one cross skill and make it a Class skill. element. It is a unifying force among a people who have no
formal law and equate authority with power, Donu, a local
 Automatic languages: Westron, manifestation of Yavanna, is the Queen of their pantheon. She
______________________ is their one “Mother Goddess.”
 Level Adjustment: 0 Worship centers on tribal and clannish totems (L. “Igana”),
 Valid “Ages”:_________________________ holy symbols which represent deified heroes blessed by Donu.
The heroes are believed to have power over the places they
 Spell Casting DC Roll Racial Modifier (optional): -2 influenced during life and hold sway over their descendants.
OVERVIEW Therefore, a family or clan guards its territory religiously. The
totems are also crucial, since they are believed to have real
The Dorwinrim occupy the lower Carnen valley power and are the sole means of communication with the hero
and the region running south from the river to the northwest they represent.
shore of the sea of Rhun - the land called Dorwinion. They are
a mixture of Northman and Easterling stock. Demeanor: The Dorwinrim are known for their hardy,
hospitable character. Most favor strong drink and story-telling
and never shy away from a celebration, their distinct rolling
PHYSICAL CHARACTERISTICS laughter and physical closeness (e.g., hugging) adds to their
reputation of friendliness, although it is somewhat deceiving; a
Build: Dorwinrim are slightly larger than most groups labeled Dorwinadan may appear closer than he really is. The
as “Common Men.” Males average 155 pounds; females, 110 Dorwinrim are amazingly loyal to friends, and distinctly short
pounds. Overall, they are somewhat stocky and have wide or cruel with enemies,
features; narrow noses and eye slits are the only exception.
Language: Starting Languages: The Dorwinrim are well-
Coloring: Their fair, slightly yellowish complexion is unique. versed in the commercial tongues of northwest and north-
They have subdued eyes which are usually brown (like their central Middle- earth, They speak fluent Westron and
straight hair), although some are blue or green. Logathig , the latter their own home tongue. Since they
Endurance: Average. frequently deal with the Silvan Elves, many have acquainted
themselves with Silvan speech or Sindarin. Atliduk, Haradaic,
Height: Men average 5’9”; women, 5’2’. Labba, Nahaiduk, Varadja
Lifespan: 60-80 years. Prejudices: Renowned as explorers, traders, and travelers,
Resistance: Normal. they have learned much of the spirit of others and enjoy
dealing with a wide variety of Elves and Men alike.
Special Abilities: +6 bonus to save versus poisons. + 3 for
situations involving acting or public speaking. Restrictions on Character Classes: None.

CULTURE OUTFITTING OPTIONS


Clothing & Decoration: A wide variety of wools and linens. Weapons: Battle-axe, broadsword, club, dagger, halberd,
They wear shirts and pants and adorn themselves modestly. javelin, long bow, quarterstaff, scimitar, short bow, sling, two-
handed sword, irgaak, jo, katana, long sword, no-dachi,
Fears & Inabilities: None. throwing stars,

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5. 4 - M E N – D O R W I N R I M

Armor: Any. Dorwinrim prefer the lighter types of armor,


although a warrior garbed in a frill suit of chain or plate mail
is not unknown.
Clothing
Males: linen shirt or blouse, usually cream or
white; short woolen vest, sometimes with decorative points at
the hem, sometimes cut straight, usually with panels of fabric
in contrasting earthy hues (rust and black, soft brown and dull
yellow, brick and dark brown, etc.); loose woolen trousers in
subdued colors (black, dark grey, tan, sienna, bone, taupe, 5.5 - Men - Druedain
umber, etc.); linen sash or leather belt; wooden clogs or sturdy [This artwork is original, by Jeff Worley]
leather boots; long, full coat, often with quilting and trap unto (Singular: Drugh, aka Woses,
to provide protection in the severe weather that visits the area Wild Men of the Woods)
in winter.
Females: linen shirt or blouse, usually cream or
white; woolen vest, usually more form-fitting on women of  +1 Strength, +1 Dexterity, +2 Constitution, -4
marriageable age, looser on children and matrons, with panels Charisma, (-6 Comeliness to other races, 0 to other
of fabric in contrasting earthy shades (orange and charcoal, Druedain)
black and bone, taupe and dark brown, etc.); ft woolen skirt in
subdued colors (rust, dark grey, tan, sienna, brick, dull yellow,  Medium-size (4’ to 5’ tall)
umber, etc.); linen sash or leather belt; wooden clogs or sturdy  Base speed 45 feet
leather boots; long, full coat, with elaborate quilting and trap
unto.  Low-light vision

Money: 20 silver pieces or 10 kys the unique ivory coinage of  Proficient with blowgun and shortbow.
the Dorwinrim.  Primitive: The Drúedain are a simple people. A
character of this race may not start play with any of
the following feats: Martial Weapon Proficiency,
BACKGROUND OPTIONS Medium Armor Proficiency, and Heavy Armor
Background Options (optional): 5 Proficiency. (If one of the character’s classes provides
any of these feats, he or she does not receive them.) If
Special Abilities: All available. a Drúedain character wishes to learn how to use a
Special Items: All available. The Dorwinadan aesthetic sense martial weapon, he or she must buy the Exotic
prefers exquisite simplicity over elaborate ornamentation. Weapon proficiency in that weapon. Likewise,
Their weapons and tools are beautifully made and possess Drúedain are never comfortable in medium or heavy
graceful lines, but little carving or engraving. They do employ armor and always suffer the Armor Check penalty
gems for insets, however. even if they do possess the appropriate feat. (The
penalties are doubled if they don’t possess the feat.)
Extra Money: 10-2,000 silver pieces or 5-1,000 kyriiri.
 +5 bonus to tracking as automatic free Feat at 1 st level.
Stat Increases: Any stat may be increased.
 +3 bonus for survival.
Extra Languages: In addition to the tongues listed above, a
Dorwinadan might in unusual circumstances learn: Apysaic,  +2 racial bonus on Craft (Stone carving), Hide, and
Black Speech, Orkish, Rohirric or Umitic. Move Silently checks. +4 racial bonus on Knowledge
(Nature) and Wilderness Lore checks.
 Stone and Plant Magic are considered class skills for
Drúedain.
 +4 bonus Skill Points at 1st level and +1 bonus Skill
Point per level thereafter.
 Bonus Feat: Scent (as described in Core Rulebook 2),

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5 .5 - M E N - D R U E D A I N

and Track by wide faces, flat features, and deep-set eyes. Short, thick
legs, heavy lower bodies, and pronounced brows help give
 Language: Pûkael (native), Westron or Dunael (very
them an eerie character—unlike any other Men. This
poorly and heavily accented) .
uniqueness is accentuated by their peculiar hair growth, for
 Level adjustment: 0 few of the Wose Men have any hair below their eye level.
Those that do are revered, although even they have no more
 Valid “Ages”: All Ages from when Men “Awoke”
than a slender patch of black chin hair which lies well below
 +4 additional saving throw against giving into their wide mouths. Nearly all Wose Men are bald from the
“Corruption” and “Sanity” loss forehead to the back center of their squat skulls, but take pride
in the hair they have along the flanks of the head. Men average
 Spell Casting DC Roll Racial Modifier (optional): -3
145 pounds; women, 135 pounds.
arcane, 0 divine, +3 nature
Coloring: Ruddy skin, black hair, and black eyes. Because the
Woses have guarded eyes which are dark and set with black
OVERVIEW pupils, they appear to gaze from shadowy pools which might
Of all Men, none surpass the Woses in the arts of be mistaken at a distance for a pair of cavities. One must get
wood-lore and wood-craft. This very ancient and diminutive quite close to a Wose to notice any eye movement at all, much
race has long been tied to the forests and has remained the less any of the subtle distinctions in the eyes themselves. This
greatest lot of woodland warriors ever produced by the haunting feature is made even more unsettling when a Wose is
Secondborn. Their skills have in fact guarded their narrow angry; then the pupils glow with a fiery red hue.
survival, for they are considered ugly by Men and Elves alike Endurance: Average.
and have been hunted and persecuted since the days of the
Height: Men average 4’9”; women, 4’4”.
First Age. The Woses have many names. They call themselves
Drughu. Drúedain (sing. Drúedain) is the label given them by Lifespan: 30-50 years.
the Elves, while Men use various terms: Pukel-men, Wild
Resistance: Average.
Men, Drugs, or Woses, the latter a Westron construction. Orcs
fear the Woses and have named them Oghor-hai. Special Abilities: The wide noses of the Woses are the most
sensitive found in Man. Even in an open field, they can smell
an Orc before another Man can see him. Together with their
PHYSICAL CHARACTERISTICS strong eyesight, they can track better than almost any hunting
hound. Only running water will stay their pursuit. This is even
true at night, since Woses are blessed with superb night-vision.
Even in the dark forest of the night they can see 1000 feet as if
it were daylight. +5 bonus to tracking, +3 bonus for survival.
They have the ability to sit for days on end without movement.
With legs crossed, hands on their laps or knees, and eyes
closed or facing ground ward, they can remain silent as a
statue. This affords them peace and allows for recall or
meditation. Unfortunately, it apparently does nothing to
lengthen their years, for the Woses generally die at a young
age.

CULTURE
[Need original artwork here instead] Clothing & Decoration: They often braid their hair, pulling it
Build: Woses generally have a broad, stumpy profile marked back to join behind in multiple tails. Woses wear little or no

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5 .5 - M E N - D R U E D A I N

clothing or adornments; instead, they prefer to go about are unwaveringly loyal. Those that do get to know them will
relying on their rugged bodies, using pigments to create be impressed by their frequent bouts of laughter, since the
imagery. Those that are most acquainted with other Men Woses will laugh when others sing. Their rich and
occasionally don hide leggings and a breechcloth, and in unrestrained joviality forms quite a contrast to their usual
rugged terrain they employ a distinct high, thick-soled laced demeanor; normally they appear unemotional and slow to
shoe. Beyond these trappings, they have little use for the speak.
costumes of other Men.
Language: Starting Languages: When they do talk, the Woses
Fears & Inabilities: Woses do not like towns and cities. use the guttural Pûkael tongue which is ideally suited to their
deep voices and is alien to that of other Men. Some also speak
Lifestyle: Wose culture revolves around the forests and plants
a little Westron or Dunael. Having no use for traditional runes
they hold so dear. They are frugal and eat little, even in the
or script, the Woses have developed their own system of
best of times, and they partake of no drink but water. Being
pictographic signs—most quite simple—which they utilize for
exclusively vegetarian, they live on the gifts of the woodlands
the most practical purposes, notably to mark paths or signal
and are quick to acquire an understanding of the nature and
their brethren while out in the wood. Woses also have the
location of nearly every plant in an area—regardless of its
opportunity to learn more of the Westron and Dunael tongues.
size. Only the Elves and Ents exceed their skills in carving and
plant-lore. Prejudices: Woses hate Orcs, Wargs, and Rohîrrim. The latter
group has occasionally made sport of hunting the Wild Men.
It is for their stone sculpture that the Woses are best known.
They carve a variety of motifs and beasts, and employ a Restrictions on Character Classes: There are no Wose
particular form in the making of life-like “watch-stones” Socerers, Psionic Users or Bards.
(Pukel-men ) are guardian statues which they place to protect
OUTFITTING OPTIONS
paths, entries, crossroads, and the like. Legends surround the
watch stones, most of which are true. It is clear that they are Weapons: club, dagger, handaxe, mace, quarterstaff, spear,
enchanted. Orcs fear them most of all, and with good cause, war mattock, blowgun, jo, throwing darts, pipebow (a 3’ long
since the Woses can communicate with watch-stones of their blowgun; treat as a light crossbow delivering a dart coated
making and can derive knowledge from the carvings’ with Püra, 2nd lvl conversion poison). Most weapons possess
“experiences.” Some very powerful watch-stones actually stone blades or tips or attack surfaces and wooden hafts.
come to life in order to guard their posts—acting instead of
Armor: None or soft or rigid leather. Woses rarely wear
their creators—although in such a case, the Wose sculptor will
armor, but tortoise shell, eel hide, and bark strips are the
feel all the pain of his creation. They place these watch-stones
favored types when it is required.
and hideous statues around the borders of their lands and at
various sensitive sites. Some are used to do no more than Attire: Hide leggings; suede breechcloth; suede collar
dishearten their foes. covering the shoulders and falling to the lower ribs; swirling
designs in body paint on the face, arms, thighs, and stomach;
Marriage Pattern: Monogamous, producing few young. The
knee-high shoe with thong fasteners along the outer side of the
line is traced through the female.
leg.
Religion: Many of the watch-stones stand over the Wose holy
Money: Herbs worth 20 sp (Rewk, 9 sp; Thurl, I sp).
sites. Unlike many of the other Men, particularly the
Dunlendings with whom the Woses are often associated, the BACKGROUND OPTIONS
Woses have a strong tradition of organized worship. This is a Background Options (optional): 5
pronounced animism which revolves around a reverence for
Nature. They hold Eru and the Valar in proper awe, although Special Abilities: All available. The spell list learned in range
they have their own view of the nature of the masters of the 71- 75 must be a cleric, Ranger, or Druid list. Replace range
world. Of all the Valar, they worship none more than 61-65 with: character gifted at birth with an enchanted Tattoo
Yavanna, the Giver of Fruits and Queen of the Earth, whom of Wildness that camouflages his of her skin (+10 to
they call “Mam-ugu-Mam.” It is she who presides over the stalk/hide) in a forest environment; the tattoo covers the whole
Kelvar (plants), and it is the plants which breathe life into the body, but is Invisible until its power is desired.
world of the Woses. Special Items: All available, but spell adders and daily spell
OTHER FACTORS items. Stone, wood, bark, and bright pigments are the
materials used by Wose craftsmen.
Demeanor: Woses generally seclude themselves from other
folk and do not take on friends easily, but when they do, they Extra Money: Herbs worth 1-200 gp’s (Terbas, 2 gp’s;

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5 .5 - M E N - D R U E D A I N

Berterin, 19 gp’s; Pcira, 28 gp’s).  Medium-size (6’ to 6’ 6” tall)


Stat Increases: Any stat may be increased.  Base speed 30 feet
Extra Languages: In addition to the tongues listed above, a  Proficient with longsword, Shortsword; proficient with
Wose might in unusual circumstances learn: Rohirric. Great composite longbow.
 +4 to one knowledge skill and Diplomacy
 +1 bonus feat at 1st level
 +1 vs Poison Saves
 +1 vs non-magical Disease saving throws.
 Languages: Adûnaic, Westron, Sindarin, Quenya,
________________________
 Level Adjustment: +2
 Valid “Ages”:Third Age 0 and onward, though
continually dwindling in numbers. For Second Age,
see Men – Numenorean section.
 +1 saving throw bonus against succumbing to
“corruption” and “sanity” loss
 Spell Casting DC Roll Racial Modifier (optional): +1

PHYSICAL CHARACTERISTICS
Build: Tall and strong. Men average 225 pounds; women, 150
pounds.
Coloring: Fair skin and black or dark brown hair. They have
gray, hazel, blue, or green eyes.
Height: Men average 6' 5"; women, 5' 10".
Endurance: Considerable.
Lifespan: 100-300 years.
Resistance: Normal.
Special Abilities: Diplomacy is a class skill
CULTURE
Clothing & Decoration: Traditionally simple and elegant
among the Arthedain, while the Dúnedain of Gondor favor
more elaborate dress, especially large embroidered collars.
5.6 - Dunedain (The Faithful) Cardolani and Rhudaurian Dúnedain favor more functional
[Need original artwork here instead] clothing. Leggings and tunics are the norm.
Fears & Inabilities: The Dúnedain do not so much fear death
as dread the ending of their works upon Arda, but their
 +1 Strength, +1 Constitution, +1 Dexterity, +1 obsession with burial rites is seen by most other peoples as a
Intelligence, +1 Charisma (+1 Comeliness - optional) fear of death.

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5. 6 - D U N E D A I N (T H E F A I T H F U L )

Lifestyle: To some degree militaristic in all cases, though the sleeves ornamented with fine embroidery and appliqué;
Gondorians are more prone to this than the others. The decorative leather belt or girdle often Set with precious stones;
Arthedain are fairly contemplative, and value intellectual work silk or woolen collar covering the shoulders and often the
highly, while their brethren in Cardolan and Rhudaur live lives neck, decorative bands of embroidery at the top and bottom
of intrigue, warfare, and subsistence. edges; headpiece of lace or embroidered fabric, crescent-
shaped, with one point hanging onto the forehead; soft
Marriage Pattern: Invariably monogamous; unions with
slippers; leather ankle boots; quilted cape with generous hood
other mannish races are common, Patrilineal.
and wide Sleeves; fur over-cloak.
Religion: Dúnedain know the true nature of the world, and do
Gondorian males: silk or cotton undershirt,
not worship the Valar (though they do revere them). Some
usually white or a pastel; rich-hued silk or cotton waistcoat
hold a special reverence for Uinen, servant of Ulmo, which is
with elaborate sleeves (gathered, slashed, multiple puffs),
a remnant of their days in Nûmenor. The Kings, who function
close-fitting bodice, and wide skirt pieces; belt of finely dyed
as intermediaries to Eru and the Valar, perform religious
leather and gold or silver links; decorative collar, elaborately
functions.
embroidered, covering the shoulders but revealing the neck;
sandals or soft shoes; quilted cape with generous hood and
wide sleeves.
OTHER FACTORS
Gondorian females: silk or cotton undershift,
Demeanor: Noble, confident, and proud. Many Dúnedain see
usually white or a pastel, often sleeveless; rich-hued silk or
themselves as teachers and guides to the "lesser" men of
cotton gown with elaborate sleeves (gathered, slashed,
Middle-earth.
multiple puffs) and close fitting bodice; silk sash or girdle;
Prejudices: All Dúnedain hate the Kings Men (Black decorative collar, elaborately embroidered, covering the
Númenoreans) who betrayed their trust resulting in the shoulders but often revealing the neck and chest; ornamental
Downfall of Númenor. Orcs and Trolls also engender hatred in headpiece; sandals or soft shoes; quilted cape with generous
the Dúnedain. hood and wide sleeves.
Restrictions on Character Classes: None Money: 20 silver pieces.
OUTFITTING OPTIONS BACKGROUND OPTIONS
Weapons: Battle-axe, broadsword, composite bow, dagger, Background Options (optional): 3, The Dúnedain are
flail, halbard, lance, long bow, mace, morning star, traditional and well-educated. They have a well organized
quarterstaff, short sword, spear, two-handed sword, war society. This, combined with the fact that their early days are
hammer, armored fist, bastard sword, boar spear, dag, so filled with learning
falchion, foil, kynac, long kynac, main gauche, rapier, war
Special Abilities: All available.
mattock.
Special Items: All available to Arnorian Dúnedain Gondorian
Armor: Any. Dúnedain warriors have access to some of the
Dünedain should not have spell adders or daily spell items
best armor made, as well as the powerful physique necessary
(range 61-89).
to feel comfortable in the heavier types.
Extra Money: 1-200 gold pieces. Lower sums (1-10 gp’s) are
Attire: Arnorian males: linen, silk, or woolen undershirt,
more likely to be in the form of silver pieces (10-100 sp).
in a rich color (maroon, Celestial blue, purple, navy blue),
with close fitting sleeves; woolen under-hose; silk or woolen Stat Increases: Any stat may be increased.
outer hose; flowing silk or woolen tunic (rich hues) with wide,
Extra Languages: In addition to the tongues listed above, a
flowing sleeves ornamented with fine embroidery and
Dúnadan might in unusual circumstances learn: Atliduk,
appliqué; decorative leather belt often set with precious
Labba, Logathig, or Nahaiduk.
stones; silk or woolen collar covering the shoulders and often
the neck, decorative bands of embroidery at the top and
bottom edges; soft slippers; stout outer boots; quilted cape
with generous hood and wide sleeves; fur over-cloak.
Arnorian females: linen, silk, or woolen
undershift, in a rich color (royal blue, deep red, sky blue,
violet, midnight blue), with close fitting sleeves; woolen hose;
flowing silk or woolen gown (rich hues) with wide, flowing

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5. 6 - D U N E D A I N (T H E F A I T H F U L )

 Valid “Ages”: Third Age after 1432.


 Spell Casting DC Roll Racial Modifier (optional): +1

OVERVIEW
The Rebels are the elite descendants of the Dúnedain rebels
who fled from Gondor in the wake of the Kin-strife of T.A.
1432-47. Most settled in Umbar in T.A. 1447 and began a long
struggle for control with the stronger Haradan and Black
Nûmenoreans elements. They long to reclaim Gondor as their
own.
PHYSICAL CHARACTERISTICS
BUILD: Strong of build; males’ average 220 pounds, women
145 pounds.
COLORING: Rebels are generally fair skinned and have grey
or bluish eyes and dark brown hair.
Endurance: Considerable. They do not get seasick.
Height: Men average 6’3”, Women 5’9”
Lifespan: 110-225
Special Abilities:

5.7 - Dunedain (The Rebels of Umbar) CULTURE


[Need original artwork here instead] Clothing and Decoration: Rebels favor purple, red, and gold
clothing made from silk or fine cotton. They wear tunics and
 +1 Strength, +2 Constitution, +1 Dexterity, +1 only rarely don leggings. Men wear gold collars, while women
Charisma, +1 Intelligence (+1 Comeliness - optional) are well adorned with jewelry.
 Medium-size (6’ to 6’ 6” tall) Fears and Inabilities: Disease and Illness, and their own
natural mortality.
 Base speed 30 feet
Lifestyle: Rebels culture reflects the conservative elements
 Proficient with longsword and the scimitar or the found among Gondor's aristocracy; only it is carried to an
rapier; proficient with Great composite longbow or extreme. The warm coastal influence of Umbar has added
composite shortbow. some additional influences, mostly Black Númenorean, and
 +4 to gather Information and Bluff the result is a throwback to the ancient marine culture of
Númenor.
 +4 racial bonus on Profession (Sailor) and Craft
(Shipwright) checks. Marriage Pattern: Monogamous. The line is traced through
the male
 Automatic languages: Adûnaic, Sindarin, Quenya,
Westron, ____________________ Religion: Rebels religion is preoccupied with Death and
Darkness, and largely revolves around ancestor and hero
 Level Adjustment: +1 worship. Great Númenorean Kings are revered as godlike.

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5. 7 - D U N E D A I N (T H E R E B E L S OF UMBAR )

Ceremonies dwell on the perpetuation of the life of the


individual and, more importantly, the lineage. The dead are
BACKGROUND OPTIONS
buried with elaborate fanfare and are laid to rest in a preserved
state, one of pronounced splendor. Background Options (optional): 3
Prejudices: The Rebels are a minority group and are locked in Special Abilities: All available.
a constant struggle with their allies the Black Númenoreans
Special Items: All available. Corsairs favor weapons and
and Haradrim. They look upon both groups with suspicion and
tools ornamented with gold.
some disdain. The Rebels, view marriage with subject peoples
as a sign of weakness. They view the Haradrim as yet another Extra Money: 1-200 gold pieces of Umbarean mint.
inferior race, one which must be tolerated. Their greatest Stat Increases: Any stat except Intuition may be increased.
enemy is the Northmen (Rohirrim, Woodmen, Beornings,
etc.), because they are held to blame for the Kin-strife. Extra Languages: In addition to the tongues listed above, a
Corsair might in unusual circumstances learn: Black Speech,
Orkish, Sindarin, or Silvan Elvish.
OTHER FACTORS
Demeanor: Aggressive, haughty, determined, embittered —
the Rebels have the attitude of royalty in unjust exile.
Language: Adunaic, Haradaic, Westron. Bonus picks;
Apysaic, Atliduk, Rohirric, Nahaiduk.
Restrictions on Character Classes: None.
Money: 2 – 200 gps.
OUTFITTING OPTIONS
Weapons: Dagger, scimitar, broadsword, short sword, mace,
morn ing star, whip, bola, composite bow, long bow, short
bow, flail, quarterstaff, two-handed sword, lance, spear,
armored fist, bastard sword, boar spear, cat of nine tails,
cutlass, falchion, harpoon, main gauche, net, pole arm, saber.
Armor: Any. Corsairs who are wealthy adorn their armor with
gold chasing or engraving. Some favor wearing a modified
version of the old karma helm.
Attire: Males: silk or cotton blouse in the rich colors favored
by the Corsairs (scarlet, purple, gold), usually with
embroidered borders at the wrists and neck; silk or Cotton
tunic (also in a rich hue), often worn without a shirt, reaching
to anywhere between the ankles and just above the knee,
possessing an elaborate hem (fringed, crenellated, scalloped);
belt of heavy gold plates en graved with sea motifs; collar of
engraved gold plates; sandals or leather boots.
Females: silk or cotton blouse with revealing neckline often
worn off the shoulder, usually in the rich colors favored by the
Corsairs (crimson, violet, gold); ankle-length silk or cotton
underskirt, often pleated or gathered into a yoke at the hip,
again in rich hues; short over-skirt of silk or damask, falling to
mid- thigh or to the knee, with an elaborate hemline
(crenellated, fringed, scalloped); bodice with showy laces;
ornamental gold belt; sandals or silk slippers.
Money: 2 gold pieces.

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5 .8 - M E N - D U N L E N D I N G S (H I L L M E N )

5.8 - Men - Dunlendings (Hillmen)

OVERVIEW
The Daen Coentis, or Dunlendings as they are
called by their neighbors, are the descendants of the Daen
Coentis, the people that once inhabited the lands now known
as Gondor and Rohan. Now they survive in Dunland, in
Enedwaith, at the southern end of the Misty Mountains.
Considered backward barbarians by their neighbors (especially
the Rohirrim), the Dunlendings have a rich, traditional culture
that they fear, perhaps rightly, is under threat. They hate the
Rohirrim and their Gondorian allies, and fear Elves and their
fey magic. The Dunlendings are distant cousins of the Hill
Men of the northern Misty Mountains, who conquered
Rhudaur for the Witch King of Angmar, but whose kingdom
fell before Glorfindel's avenging army in 1974 TA.
Dunlendings are typically shorter than their
Northmen neighbors, with a darker, almost swarthy
complexion. Hair colors range from blonde to black, though
darker colors are more common; red hair is considered
particularly favorable. Some Gondorim, such as the swarthy
shepherds of hilly Lamedon, retain more than a hint of Dunish
[Need original artwork here instead] blood, but are culturally men of Gondor.
 +1 Constitution, +1 Strength, -1 Wisdom, -1
Also called "Hillmen", this group of Common
Intelligence
Men traditionally lives in the hills and highlands west of the
 Medium-size (5’ 6” to 6’ tall) Anduin valley. Most have become settled farmers and herders
and make up majority populations in Eriador. Others remain
 Base Speed 30 feet
pure and live in the foothills and mountain vales.
 +1 bonus feat at 1st level
 +4 racial bonus on Climb, Balance, Climb and PHYSICAL CHARACTERISTICS
Wilderness Lore checks
Build: They are of medium to stocky build and rugged, with
 Proficient with shortbow little body hair, Men average 175 pounds; women, 135
 May choose one cross skill and make it a Class skill. pounds.

 +4 bonus Skill Points at 1st level and +1 bonus Skill Coloring: They have a tanned or ruddy complexion and
Point per level thereafter. brown hair.

 Automatic Languages: Westron, Endurance: They are superb mountaineers and handle tough
________________________ terrain with little additional effort.

 Level Adjustment: 0 Height: Men average 5’10”; women, 5’6”.

 Valid “Ages”:_________________________ Lifespan: Short; about 50-80 years.

 -1 penalty for saving throws to resist “corruption” or Resistance: Normal.


“sanity” loss Special Abilities: +4 for tumbling. +4 for public speaking and
 Spell Casting DC Roll Racial Modifier (optional): -2 acting activity.

CULTURE

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5 .8 - M E N - D U N L E N D I N G S (H I L L M E N )

Clothing & Decoration: Crude wool and hide tunics with gp’s; mink, II gp’s; red sable, 12 gp’s; white fox, 7 gp’s) or a
leggings. They also wear rough over-coats, short cloaks, and selection of herbs worth 1-200 gp’s (arkasu, bursthelas, aloe,
fur hats. The woolens are woven in bright plaids, the colors kelventari, rewk, thurl, attanar, arnuminas, arpsusar terbas,
indicating the wearer’s family lines and clan. Ritual tattooing berterin, yaran, suranie). Hobbies: Stat Increases: Any stat
is widespread. may be increased.
Fears & Inabilities: Numerous superstitions, notably a fear of Extra Languages: In addition to the tongues listed s above, a
Darkness centering on the spirits in the earth and plants (which Dunlending might in unusual circumstances learn: Pükael.
come forth at night).
Weapons: Broadsword, club, dagger, handaxe, javelin, short
Lifestyle: Dunlendings are herders, hunters, and gatherers bow, spear, cudgel, baw, cabis.
who live in extended families and reside in villages and
Armor: None or soft leather. Some elite warriors fight naked.
fortified clan-holds. They use chariots. Extremely theatric,
they are gifted poets, musicians, singers, and storytellers. Attire:
Pugnacious, they often settle disputes by raiding, fighting, or
Males: woolen (vibrant plaid in a variety of
even warring on one another (and of course others).
colors: forest green, scarlet, royal blue, white, yellow, dark
Marriage Pattern: Monogamous, but one must marry outside blue, orange, etc.) or hide tunic; breeches or a short skirt of
the family. Political marriages are very common. Line traced wool or hide; short woolen jacket or cape worn over one
through the female. shoulder; stout leather belt; decorative torque around the neck;
hide leggings; soft leather footgear permitting superb
Religion: Superstitious rituals devoted to a complex grouping
maneuvering in rough terrain; fur over-coat and hat; hair worn
of vengeful petty deities. Many are vaguely based on the
in a braid or many small braids or bleached with a lime-wash
Dunlendings’ peculiar interpretations of the Valar. Oral
causing it to clump in spikes standing away from the scalp like
traditions are crucial to the keeping of histories and law,
a fistful of daggers.
Sacrifices are widespread and the clergy are both revered and
feared. Females: linen or wool shirt (usually white or
cream); full woolen skirt (vibrant stripes or plaid); woolen I I
65 bodice (sometimes a solid color); woolen jacket or cape
OTHER FACTORS worn over one shoulder; soft leather footgear or stout boots;
fur over-coat and hat; hair worn long, usually in multiple
Demeanor: Suspicious and self-centered, yet vocal and
braids which are then woven together to form Part VII
animated. They love to talk, laugh, sing, and scream.
elaborate buns or twists. Appendices Money: Goods to be
Language: Starting Languages: They speak their native bartered or exchanged for coin- - , age: JO deerskins, finely
tongue Dunael and Westron. Written Dunael is rare, for a worked, worth 2 sp each; 5 skunk pelts worth 4 sp each; 4 red
premium is placed on oration and the performing arts. fox pelts worth 5 sp each; a bale of carded wool worth 20 sp.
Dunlendings also have the opportunity to learn: Rohirric.
Prejudices: Dunlendings generally hate the Rohirrim and
Woses above all, although many also despise the Dunadain,
Dwarves, and Orcs.
Restrictions on Character Classes:None

BACKGROUND OPTIONS
Background Options (optional): 4
Special Abilities: All available.
Special Items: All available. Dunnish workmanship is rather
crude, although it has aesthetic appeal to those with rustic
tastes; it is usually of materials that do not long endure
(bronze, copper, tin, leather, yarn, wood).
Extra Money: A selection of pelts (black fox, 5 gp’s; marten,
8 gp’s; black sable, JO gp’s; ermine, 13 gp’s; golden sable, 15

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5. 9 - M E N – E A S T E R L I N G S

OVERVIEW
5.9 - Men – Easterlings
This term refers to a collection of peoples who
live in north central Middle-earth, the area east of the western
shore of the Sea of Rhun. These nomadic confederations are
ever in search of territory and wealth and periodically invade
the lands of their neighbors. The Balchoth and Wainriders are
two such peoples. Each group has its own subculture and
language, although most are related. The following is a general
view; where specifics are mentioned, the discussion centers on
the westernmost Easterling people - the Sagath.
PHYSICAL CHARACTERISTICS
Build: Compact and agile. Men average 135 pounds; women,
95 pounds.
Coloring: Swarthy, with a tan or yellowish/tan quality.
Endurance: Normal, although they can ride horses, wagons,
or chariots for long periods without exhaustion.
Height: Short to medium. Men average 5’6”; women, 5’ 1”.
Lifespan: Short, about 40-65 years.
Resistance: Normal.
Special Abilities: They are superb with riding animals and
produce fabulous horsemen. + 2 bonus to Offensive Bonuses
when fighting from a horse or chariot. +4 to animal handling
[Need original artwork here instead] with regard to horses.
● +1 Dexterity
 Medium-size (5’ to 5’ 6” tall) CULTURE
 Base Speed 30 feet Clothing & Decoration: Colorful linen cloaks, woolen tunics,
leather pants, and lower leg protectors. They also wear fur hats
 +1 bonus feat at 1st level with ear flaps, or fur-covered pot helms. Some groups paint
 +4 racial bonuses on Handle Animal and Ride checks. their upper bodies and faces.
 + 2 bonus to Attack Bonuses when fighting from a Fears & Inabilities: Darkness and thunderstorms.
horse or chariot Lifestyle: They are nomads who live in mobile camps and
 Proficient with Bola, scimitar and lance move their camps using great wagons (wains). ‘Warriors all,
they also herd horses and cattle. The leaders travel in, and
 Ride becomes a class skill. fight from, rugged war chariots.
 +4 bonus Skill Points at 1st level and +1 bonus Skill Marriage Pattern: Men may take more than one wife, but
Point per level thereafter. this is rare and costly since they must pay a bride-price. The
 Bonus feats: Mounted combat line is traced through the male.

 Automatic Religion: Superstitious rituals concerning nature spirits and


Languages:_________________________________ heroic ancestral deities. Many worship Darkness and Morgoth.

 Level Adjustment: 0 OTHER FACTORS

 Valid “Ages”:_________________________ Demeanor: Cold, determined, brave to the point of


foolhardiness. They relish, or are at the least unconcerned
 -2 penalty to saving throws to resist “corruption” and with, death in battle.
“sanity” loss
Language: Most speak a Logathig dialect, as well as a
 Spell Casting DC Roll Racial Modifier (optional): -1 smattering of Westron. Easterlings also have the opportunity

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5. 9 - M E N – E A S T E R L I N G S

to learn: Apysaic, Black Speech, Haradaic, Varadja. Extra Languages: In addition to the tongues listed above,
Easterling might in unusual circumstances learn: Labba,
Prejudices: Easterlings have little regard for anyone except
Orkish, Rohirric, Silvan Elvish, or Avari Elvish.
their own people. They hate the Dúnedain.
Restrictions on Character Classes: None.
OUTFITTING OPTIONS
Weapons: bola, dagger, javelin, scimitar, short bow, short
sword, sling, longsword, usriev (8-foot long cross between a
lance and a long, thin two-handed sword—razor-sharp 4-foot
blade—use two-handed sword table, uses slashing and
bludgeon).
Armor: None but shield and helm.
Attire:
Males: woolen or linen tunic (white, cream,
lemon, or buff with bright crewelwork on the collar and along
the front opening) with long, close-fitting sleeves, stand-up
collar, a back vent for ease on horseback, opening in front
from neck to hem with buttons or individual ties at intervals to
secure it closed; leather weapons belt; leather pants; soft,
unfitted, knee-high leather boots with lacing on the outside
calf to snug them to the leg; colorful linen cloak pieced
together from scraps dyed a variety of colors (red, blue, green, 5.10 - Men – Eriadorians
yellow); fur hat with ear flaps.
[Need original artwork here instead]
Females: woolen or linen ankle-length smock
(white, cream, lemon, or buff with bright crewelwork on the
collar and along the front opening) with long, close-fitting  0 ability modifiers
sleeves, stand-up collar, opening in a front placket extending
from neck to the lower ribs with buttons or individual ties at  Medium-size (5’ 6” to 6’ tall)
intervals to secure it closed; soft, unobstructed, knee-high  Base Speed 30 feet
leather boots with lacing on the out side calf to snug them to
the leg; colorful linen cloak pieced together from scraps dyed  Proficient with shortbow
a variety of colors (red, blue, green, yellow); fur hat with ear  + 4 ranks to any one Profession
flaps.
 May choose one cross skill and make it a Class skill.
Money: Draft-kine worth 20 sp.
 +8 bonus Skill Points at 1st level and +2 bonus Skill
Point per level thereafter.
BACKGROUND OPTIONS  Automatic Languages: Westron,
Background Options (optional): 4 _________________________
Special Abilities: All available except range 51-55. Expand  Level Adjustment: 0
range 56-60 (empathy with an animal) to become 51-60.  Valid “Ages”:_________________________
Special Items: All available. Easterling crafts involve shapely  Spell Casting DC Roll Racial Modifier (optional): -1
creations from bone, leather, iron and bronze,
Extra Money: Livestock and possibly a wain (wagon) or a
war chariot, the total worth 1-200 gp’s (draft-kine, 20 sp each; OVERVIEW
light horse, 45 sp each; wain, 6 gp’s; war chariot, 25 gp’s).
Stat Increases: Any stat except Intuition may be increased. Eriadorans are the common rural folk of Eriador,

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5. 10 - M E N – E R I A D O R I A N S

the region between the Ered Luin (S. "Blue Mountains") in the Demeanor: Practical, hard-working, quiet, loyal, and often
west, the Misty Mountains in the east, and the Greyflood River shy.
in the south. Included in this area is the lost kingdom of Arnor,
Language: Starting Languages: The Common Speech,
as well as more prosperous places, such as the Shire and Bree.
Westron, is their chief tongue, although local dialects abound.
The folk are mostly honest farmers, with a strong town-
Eriadorans also have the opportunity to learn: Kuduk.
centered culture much affected by contact with the Hobbits
(witness the popularity of pipe weed throughout the region). Prejudices: Eriadorans are suspicious of most outsiders and
Although there are plenty of dark places within Eriador's might be in awe of some, they hate no race, aside from the
natural boundaries, Rivendell is also lies within this land, and Orcs and Wargs.
Lindon and the Grey Havens are just over it's western border.
Restrictions on Character Classes: Eriadorans produce no
The Men of Eriador are a mixed lot, descended from Edain,
true Spell Caster or Psionic Users. Bards, Druids, and Rangers
Dunlendings, Hillmen, and Northmen. Hair and eye colors
are exceedingly rare.
vary wildly, but whatever their natural complexion, faces tend
to be tanned from a life in the sun.

PHYSICAL CHARACTERISTICS OUTFITTING OPTIONS


Build: All types, but normally medium. Men average 160 Weapons: Dagger, handaxe, club, throwing dagger, sling,
pounds; women, 125 pounds. quarterstaff, fishing spear (treat as -1 javelin).
Coloring: Variations of fair to tan or olive skin. All colors of Armor: Soft leather or no armor.
hair and eyes. Attire: Warm locale: knee-length linen tunic and wide leather
Endurance: Average. belt or short tunic belted over a full, linen skirt; boots; short
wool cape. Cool locale: linen shirt under a woolen tunic; wide
Height: Males average 5’10”, women 5’4”.
leather belt; Woolen breeches or full woolen skirt over wool
Lifespan: Moderate, averaging 60-80 years. leggings; boots; long, hooded, wool cloak. Linens are undyed,
unbleached soft white, Woolens are subdued green, grey, or
Resistance: Normal.
brown.
Special Abilities: None.
Money: Livestock which may be sold for coinage: a milk cow
(20 sp), a pair of sheep (10 sp each), four goats (5 sp each), or
ten geese (2 sp each).
CULTURE
Clothing & Decoration: Practical wool and linen garb,
including cloaks, boots, etc. Tunics are worn in warmer areas; BACKGROUND OPTIONS
shirts belted over pants or skirts and leggings predominate in
Background Options (optional): 5
cooler locales.
Special Abilities: All available except range 71-75 (re-roll).
Fears & Inabilities: None, aside from local superstitions.
Special Items: Spell adders and daily spell items not available.
Lifestyle: These rural folk are mostly farmers and herders
Weapons and tools made by these rural folk are usually crude,
with little contact areas outside their village or region.
but serviceable. Wood, bronze, iron, leather, wool, and linen
Marriage Pattern: Monogamous. The line is traced through are the most abundant materials.
either the male or female.
Extra Money: 2-200 bronze pieces roll 1d100
Religion: Variations of subdued rituals. Most have reverence
Stat Increases: Any stat except Charisma eligible for
for local spirits, although the principal worship focuses on Eru
increase.
and the Valar. Araw (the Vala Oromë) is the patron spirit of
Common Men. As farmers, they often pray to Yavanna, the Extra Languages: In addition to the tongues listed above, a
Queen of the Earth. They call her “Dalam” or “Ardalam.” rural Eriadoran might in unusual circumstances learn: Adunaic
and Dunael, more commonly encountered in southeastern
Eriador.
OTHER FACTORS

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5. 10 - M E N – E R I A D O R I A N S

5.11 - Men – Gondorians


[Need original artwork here instead]

 +1 Strength, +1 Constitution
 Medium-size (5’ to 6” tall)
 Base Speed 30 feet
 +1 bonus feat at 1st level
 +4 racial bonus to Diplomacy, + 6 to any one
Profession Skill.
 May choose one cross skill and make it a Class skill.
 +4 bonus Skill Points at 1st level and +1 bonus Skill
Point per level thereafter.
 Automatic
languages:___________________________________
________
 Level Adjustment: 0
 Valid “Ages”:_________________________
 -1 to saving throws against resisting “corruption” and
“sanity” loss
 Spell Casting DC Roll Racial Modifier (optional): 0

OVERVIEW
The common folk of the broad provinces of
Gondor bear varying degrees of Eriadoran, Dunael, Northmen,
and Edain blood; a number may even have Elven ancestors.

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5 . 11 - M E N – G O N D O R I A N S

They are a civilized people living in the towns and cities of Demeanor: Practical, aggressive, hard-working, and
Gondor's provinces. In brighter times, the people of the cities inquisitive.
of Arnor may also have been described in such ways.
Language: Starting Languages: The Common Speech
Westron is their chief tongue, although local dialects abound.
The features of the Gondorim vary widely, from Prejudices: Urban folk are worldly enough to deal with most
the fair skinned folk of Pelargir and Lebennin, to the swarthy outsiders. They hate no race, aside from the Orcs and Wargs.
farmers of Lamedon and the foothills of the Ered Nimrais
Restrictions on Character Classes: None, although Spell
(Sind. "White Mountains"). Shorter than the Edain lords of
Caster or Psionic Users, Bards, Druids, and Rangers are rather
Minas Tirith, Dol Amroth, and Pelargir, they still have a noble
rare—particularly outside of the largest cities.
bearing that some see as arrogance.

OUTFITTING OPTIONS
PHYSICAL CHARACTERISTICS
Weapons: Battle-axe, broadsword, composite bow, dagger,
Build: All types, but normally medium. Males average 155
halberd, javelin, long bow, mace, morning star, quarterstaff,
pounds; women, 125 pounds.
short sword, spear, two-handed sword, bastard sword, foil,
Coloring: Variations of fair to tan or olive skin. All colors of main gauche, rapier.
hair and eyes.
Armor: Any. Inhabitants of the larger cities (Minas Tirith,
Endurance: Average. Tharbad, and Fornost) have more reliable access to to chain
and plate mail than do those in towns or small cities.
Height: Males average 5’10”; women, 5’4”.
Attire:
Lifespan: Moderate, averaging 65-85 years.
Warm locale: knee-length tunic (linen, fine
Resistance: Normal.
cotton, or silk, often finely embroidered) and wide leather belt
Special Abilities: None. or short tunic belted over a silk skirt (linen, fine cotton, or
silk); boots; short wool cape.
Cool locale: shirt (linen or silk) under a tunic
CULTURE
(wool or silk); leather belt; woolen breeches or silk skirt (wool
Clothing & Decoration: Various types of elaborate or or silk over a wool petticoat) over wool or silk leggings; boots;
practical wool and linen garb, including cloaks, boots, etc. long, hooded, woo1 cloak.
Tunics are worn in warmer areas; shirts and pants or leggings
Colors depend on the wealth of the wearer.
are worn in cooler locales. Some imported silks and fine
Poorer folk wear linens an un-dyed, unbleached soft white and
cottons are in evidence.
woolens a subdued green, grey, or brown. Wealthier
Fears & Inabilities: None, aside from local superstitions. individuals display snow-white linens and woolens and silks
tinted with expensive dyes—maroon, purple, forest green,
Lifestyle: Urban folk are a varied, rather cosmopolitan lot.
deep brown, indigo.
Many are from mercantile or guild backgrounds and some
have dealt with enchantments. Money: 20 silver pieces of Gondorian or Arnorian mint,
Marriage Pattern: Monogamous. The line is traced through
either the male or female.
BACKGROUND OPTIONS
Religion: Variations of subdued rituals with some organized
Background Options (optional): 4
cults and shrines. Most have reverence for local or community
spirits, although the principal worship focuses on Eru and the Special Abilities: All available except range 71-75 (re-roll).
Valar. Araw (Oromë) is the patron spirit of Common Men.
Special Items: All available. Items made by urban Mixed Men
Many of the elite revere Varda. People from ports honor both
and urban Eriadorans display high quality craftsmanship and
Varda and Manwë.
include durable materials often unavailable in more rural
societies (steel being a prime example). Enchanted metals
(mithril, eog, etc.) are not available, however.
OTHER FACTORS
Extra Money: 1-200 silver pieces.

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5 . 11 - M E N – G O N D O R I A N S

Stat Increases: Any stat may be increased.


Extra Languages: In addition to the tongues listed above, a
Mixed Men might in unusual circumstances learn: Dunael,
Kuduk, Logathig, Quenya, Adûnaic, Haradaic, or Sindarin.

5.12 - Men - Haradrim (Northern)


[Need original artwork here instead]
 +2 Constitution

 Medium-size (5’ 6” to 6’ tall)


 Base Speed 30 feet
 +1 bonus feat at 1st level
 +4 racial bonus on Appraise, Bluff, Sense Motive and
Ride checks
 +4 bonus Skill Points at 1st level and +1 bonus Skill
Point per level thereafter.
 May choose one cross skill and make it a Class skill.
 Proficient with scimitar and Spears
 Automatic languages: Haradaic,
________________________________________
 +2 to save against Heat and Fire; -2 against cold and
ice
 Level Adjustment: 0
 Valid “Ages”:_________________________
 -2 penalty to saving throws to resist “corruption” and
“sanity” loss
 Spell Casting DC Roll Racial Modifier (optional): -1
to “Good” Divine & Arcane, 0 to “Evil” Divine &
Arcane, 0 to nature (+1 to “desert survival” related
magic)

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5. 12 - M E N - H A R A D R I M (N O R T H E R N )

Fears & Inabilities: None.


Lifestyle: Laughter, partying, and violent games are common.
Although some groups are nomads, most are used to urban
OVERVIEW
life. Generally well traveled, they are used to interaction with
The Northern Haradrim foreign Men. Many are or were involved with the caravan
trade, and most ride well: horses and camels in northern
The Haradrim are the peoples of the broad lands
Harad. There is a distinct separation between males and
of Harad. The Northern Haradrim are the true Haradrim, the
females and very strong bonds between members of families
people who call themselves Haradrim; from the point of view
and clans.
of Gondor, everyone to the south are Haradrim.
Marriage Pattern: Men may take more than one wife, but
The Haradrim are a hardy folk. Their ancestors
this is expensive since it involves a bride-price. The line is
rode through the deserts, living in a place many sane observers
traced through the male.
would call dead. Many still pursue the semi-nomadic lifestyle,
but the power of Harad lies now in the cities. And it is within Religion: Elaborate rituals in service to idols which represent
the great cities, such as Umbar, that the ancient struggle various “high gods.” Altars for household gods are carried
between the Haradrim and their oldest foe, the people of everywhere.
Nûmenor, continues on a daily basis. While the Black
Nûmenóreans and Ciryedain dream of lost glories, the
Haradaic princes dream of a future, and a native empire. OTHER FACTORS
The typical Haradrim is dusky, with dark eyes Demeanor: Passionate, fiery, and instilled with a fierce but
and hair, and an aquiline nose. The Haradrim of the desert are peculiar honor. Some consider them cruel and vengeful,
horsemen, and often bow-legged. particularly since life is not particularly valued.
Language: Starting Languages: Haradaic their home tongue,
as well as Westron and Apysaic. Haradrim also have the
PHYSICAL CHARACTERISTICS
opportunity to learn: Logathig and Varadja.
Build: North and central desert: most groups are small and
Prejudices: Most hate the Dúnedain, Elves, Dwarves, and
wiry, particularly those of the open country; males average
anyone who looks particularly different—although they are
130 pounds; women, 95 pounds.
suspicious of most peoples.
Coloring: Northern groups have light/medium grey or brown
Restrictions on Character Classes: None.
skin; straight black hair; and dark brown eyes.
Endurance: Haradrim can travel great distances in hot climes
and need little water. They are slowed only slightly by sand. OUTFITTING OPTIONS
They operate poorly in the cold.
Weapons: Dagger, scimitar, short bow, short sword, spear,
Height: Northern groups: males average 5’8”; women, 5’10 blow gun, boomerang, darts (throwing).
Lifespan: Northern groups: average, about 80-100 years. Armor: None.
Resistance: +2 save versus heat/fire attacks; -2 save versus Attire: Long-sleeved cotton, silk, or gauze blouse (white or
cold/ice attacks. cream) with embroidered (red, purple, gold) neck yoke and
wrist cuffs; cotton pants with leather panels on the inner leg
Special Abilities: Their eyes are attuned to extremely bright
for riding protection; stout leather boots; loose cotton tunic
light, and they are unaffected by brilliant displays which might
(white or black) falling to the knees or ankles ornamented with
blind others.
tassels and embroidery at the neck opening, across the
shoulders, at the wrists of the wide sleeves; leather weapons
belt; cotton head wrap with trailing portions that protect the
CULTURE neck from the sun; gold bracelets and torques.
Clothing & Decoration: Red, purple, and gold are favored Money: Gold bracelets worth 2 gp’s (unset with any
colors, although white and black are used in practical cases. gemstones).
Both men and women wear their wealth, mostly in the form of
gold.

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5. 12 - M E N - H A R A D R I M (N O R T H E R N )

BACKGROUND OPTIONS
Background Options (optional): 5
Special Abilities: All available.
Special Items: All available. Haradrim favor gold ornamented
with elaborate engraving but bare of gems.
Extra Money: Gold bracelets and/or gold torque worth 1-200
gp’s.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a
Haradan might in unusual circumstances learn: Black Speech
or Silvan Elvish

5.13 - Men - Haradrim (Southrons)


[Need original artwork here instead]
 +2 Constitution
 Medium-size (5’ 6” to 6’ tall)
 Base Speed 30 feet
 +1 bonus feat at 1st level
 +4 racial bonus on Appraise, Bluff, Sense Motive
and Ride checks
 May choose one cross skill and make it a Class
skill.
 Proficient with scimitar and Spears
 +4 bonus Skill Points at 1st level and +1 bonus
Skill Point per level thereafter.
 Automatic Languages: Haradaic,
______________________________
 Level adjustment: 0
 Valid “Ages”:_________________________
 -2 penalty to saving throws to resist “corruption” and
“sanity” loss
 Spell Casting DC Roll Racial Modifier (optional): -1
to “Good” Divine & Arcane, 0 to “Evil” Divine &
Arcane, 0 to nature (+1 to “desert survival” related
magic)

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5 . 13 - M E N - H A R A D R I M (S O U T H R O N S )

gold.
Fears & Inabilities: None.
OVERVIEW Lifestyle: Laughter, partying, and violent games are common.
Although some groups are nomads, most are used to urban
The Southern Haradrim
life. Generally well traveled, they are used to interaction with
The Apysani, Kirani, Tuktani, and Mûmakani foreign Men. Many are or were involved with the caravan
trade, and most ride well: horses and elephants in southern
These are the people referred to in Gondor as the
Harad. There is a distinct separation between males and
Southern Haradrim; only the Mûmakani distinguish
females and very strong bonds between members of families
themselves in Gondorian eyes, being known for the Mûmakil,
and clans.
the Oliphants. Despite their variety, these peoples have a
common origin and share similar cultures. Physically, they are Marriage Pattern: Men may take more than one wife, but
distinct from the Northern Haradrim, being taller and darker. this is expensive since it involves a bride-price. The line is
traced throi igh the male.
Apysani and their cousins are a tall people, taller
even than the Edain; perhaps the result of some past contact Religion: Elaborate rituals in service to idols which represent
with a lost Avarin tribe? Their skin is dark, but their eyes are various “high gods.” Altars for household gods are carried
often blue or green. everywhere.
This is a collective name for the peoples who
occupy the great arid and semi-arid lands south of Harondor
OTHER FACTORS
and Mordor, the great land called Harad. Since this is a rough
and unblessed territory, their greatest populations lie on the Demeanor: Passionate, fiery, and instilled with a fierce but
seacoast, rivers and bays; however, Harad contains little true peculiar honor. Some consider them cruel and vengeful,
desert and sparse groups settle or roam the whole region. particularly since life is not particularly valued.
Haradrim (S. "Southmen") are also called "Southrons" or
Language: Starting Languages: Southern groups normally use
"Haradwaith" (a term referring to the land).
Apysaic, Westron, and Haradaic. Haradrim also have the
opportunity to learn: Logathig and Varadja.
PHYSICAL CHARACTERISTICS Prejudices: Most hate the Dúnedain, Elves, Dwarves, and
anyone who looks particularly different—although they are
Build: Tall and wiry; males average 190 pounds; women, 150
suspicious of most peoples.
pounds.
Restrictions on Character Classes: None.
Coloring: Southern groups have dark grey, brown, or black
skin; straight or curly black hair; and dark brown or black
eyes.
OUTFITTING OPTIONS
Endurance: Haradrim can travel great distances in hot climes
Weapons: Dagger, scimitar, short bow, short sword, spear,
and need little water. They are slowed only slightly by sand.
blow gun, boomerang, darts (throwing).
They operate poorly in the cold.
Armor: None.
Height: Southern groups: males average 6’S”; women 6’ I
Attire: Long-sleeved cotton, silk, or gauze blouse (white or
Lifespan: Short, about 40-60 years.
cream) with embroidered (red, purple, gold) neck yoke and
Resistance: +2 save versus heat/fire attacks; -2 save versus wrist cuffs; cotton pants with leather panels on the inner leg
cold/ice attacks. for riding protection; stout leather boots; loose cotton tunic
(white or black) falling to the knees or ankles ornamented with
Special Abilities: Their eyes are attuned to extremely bright
tassels and embroidery at the neck opening, across the
light, and they are unaffected by brilliant displays which might
shoulders, at the wrists of the wide sleeves; leather weapons
blind others.
belt; cotton head wrap with trailing portions that protect the
CULTURE neck from the sun; gold bracelets and torques.
Clothing & Decoration: Red, purple, and gold are favored Money: Gold bracelets worth 2 gp’s (unset with any
colors, although white and black are used in practical cases. gemstones).
Both men and women wear their wealth, mostly in the form of

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5 . 13 - M E N - H A R A D R I M (S O U T H R O N S )

BACKGROUND OPTIONS
Background Options (optional): 5
Special Abilities: All available.
Special Items: All available. Haradrim favor gold ornamented
with elaborate engraving but bare of gems.
Extra Money: Gold bracelets and/or gold torque worth 1-200
gp’s.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a
Haradan might in unusual circumstances learn: Black Speech
or Silvan Elvish.

5.14 - Men – Lossoth (optional race)


[Need original artwork here instead]
 +2 Constitution
 Medium-size (5’ 6” to 6’ tall)
 Base Speed 30 feet
 + 4 to Spot, Listen, and Wilderness lore
 Proficient with Composite Long and Short bows
 +1 bonus feat at 1st level
 May choose one cross skill and make it a Class
skill.
 +4 bonus Skill Points at 1st level and +1 bonus
Skill Point per level thereafter.
 +4 bonus versus cold/ice attacks. -4 bonus versus
heat/fire attacks.
 Bonus Feats: Scent, and Track
 Automatic Languages:
____________________________________
 Valid Ages:
________________________________________
_____
 Spell Casting DC Roll Racial Modifier (optional): -1
arcane, 0 divine, +1 nature (+2 for “cold survival”
related nature magic)

OVERVIEW

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5 . 14 - M E N – L O S S O T H ( O P T I O N A L RACE)

The Lossoth
The hardy Ice Men of Forochel bay, known in OTHER FACTORS
Ardor & Eriador as the Forodwaith. They live in the frozen
Demeanor: Generous, quiet, slow-paced, reserved, and shy—
north, a land that has many threats, not the least being the
but fearless and persevering.
hideous Snow Trolls. These folk come into the annals of
history rarely. The last time they came to note was when they Language: Starting Languages: The Lossoth speak Labba and
gave shelter to Arvedui, the last king of Arthedain, as he fled do not write. Some speak a little Westron or Sindarin. Lossoth
from the fall of his kingdom. also have the opportunity to learn: Atliduk or Logathig .
Prejudices: They hate Wargs, Dragons, Giants, and Trolls
above all things. Those that know of Orcs also hate them.
Physical Character
Restrictions on Character Classes: None.
Build: Stocky and hard, with pronounced muscles. They have
wide features and large, pudgy hands and feet. Men average
175 pounds; women, 135 pounds.
OUTFITTING OPTIONS
Coloring: Fair, with reddish highlights. They have pale blue
Weapons: Dagger, javelin, net, short bow, spear, harpoon, ice
eyes and fair hair.
knife (treat like +1 dagger), fishing net, ice axe (treat as a
Endurance: They are extremely rugged and can travel great baw), trident.
distances with little or no rest.
Armor: Their normal clothing acts as soft leather armor.
Height: Short; men average 5’5”; women, 5’3”. Other wise, none.
Lifespan: Men about 50-60 years; women about 75-90 years. Attire: Soft, suede tunic decorated with beadwork; soft, suede
pants also boasting beadwork; females wear a beaded suede
Resistance: +4 bonus versus cold/ice attacks. -4 bonus versus
skirt over plainer pants; soft, leather moccasins; heavy, fur-
heat/fire attacks.
lined leather or wool coat trimmed with designs embroidered
Special Abilities: They have an acute sense of smell and using animal hair, fringed leather, and beadwork; heavy, fur-
perception. They can pick up a Man’s scent a mile downwind lined leather outer pants; animal (snow hare, snow fox, rodent)
and 100 feet upwind (1000 feet otherwise). +2 bonus to Spot pelt pouch (sometimes skinned so that the beast’s mouth
& Listen. serves as the opening) on a leather thong or strap worn over
the shoulder; thick, fir-lined outer boots; heavy fur-lined
mittens attached at the wrist to a cord which passes through
CULTURE the sleeves and body of the coat, preventing the loss of a
mitten; conical, fir-lined hood with elaborately beaded,
Clothing & Decoration: Fur, leather, and sea-mammal hides.
fringed, and embroidered exterior surface.
Some possess one colorful, patterned coat made of spun fabric
and lined with fur. All wear colorful, lined, conical hoods. Money: Goods which may be bartered or sold for coinage: a
skin of spermaceti (important ingredient in ointments and
Fears & Inabilities: Many fear Darkness.
candles) worth 20 silver pieces; 7 leaves of Darsurion (a leaf
Lifestyle: The Lossoth are poor, nomadic hunters and heals 1d6 Hit Points).worth 3 sp each; moose or elk pelt worth
gatherers. They use stonework, bone, and limited amounts of 20 sp; or a whole dried fish worth 20 sp in markets of lower
wood and metal (mostly copper). Most are primarily fisher latitude.
folk, employing light (but steady), and ocean-ready boats
called “meriki.” Some herd reindeer and all make use of
hunting dogs. Furry horses or reindeer draw their sleighs, BACKGROUND OPTIONS
although the dogsled is used in areas of extreme cold.
Background Options (optional): 4.
Extended families and bands are normally the largest groups.
Special Abilities: All available.
Marriage Pattern: Monogamous. The line is traced through
the female. Special Items: All available. Lossoth favor items of copper or
leather ornamented with fur, fringe, and beads.
Religion: They worship Nature-spirits who they believe to be
akin to enchanted or godlike beasts. Dance and story-telling Extra Money: A selection of herbs (Arfandas, Edram,
rituals make up the bulk of ceremonial life. Jojojopo, Darsurion, Gefnul, Mirenna, Winclamit, Arlan,

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5 . 14 - M E N – L O S S O T H ( O P T I O N A L RACE)

Delrean, Melandar, Olvar, Aldaka, Febfendu, Atigax,


Kathkusa, and/or Zur) or a quantity of sturgeon roe worth 1-
200 gold pieces.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a
Lossadan might in unusual circumstances learn: Umitic.

5.15 - Men - Mixed Men (Gondorian & Others)


[Need original artwork here instead]

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5 . 15 - M E N - M I X E D M E N (G O N D O R I A N & O T H E R S )

Endurance: Average.
Height: Males average 5’10”; women, 5’4”.
 0 Ability Modifiers
Lifespan: Moderate, averaging 65-85 years.
 Medium-size (5’ to 6” tall)
Resistance: Normal.
 Base Speed 30 feet
Special Abilities: None.
 +1 bonus feat at 1st level
 +4 racial bonus to Diplomacy, + 6 to any Profession
Skill. CULTURE

 May choose one cross skill and make it a Class skill. Clothing & Decoration: Various types of elaborate or
practical wool and linen garb, including cloaks, boots, etc.
 +4 bonus Skill Points at 1st level and +1 bonus Skill Tunics are worn in warmer areas; shirts and pants or leggings
Point per level thereafter. are worn in cooler locales. Some imported silks and fine
cottons are in evidence.
 Automatic Lanaguages:
____________________________________ Fears & Inabilities: None, aside from local superstitions.
 Valid Ages: Lifestyle: Urban folk are a varied, rather cosmopolitan lot.
________________________________________ Many are from mercantile or guild backgrounds and some
_____ have dealt with enchantments.
 Spell Casting DC Roll Racial Modifier (optional): -1
Marriage Pattern: Monogamous. The line is traced through
either the male or female.
Religion: Variations of subdued rituals with some organized
cults and shrines. Most have reverence for local or community
spirits, although the principal worship focuses on Eru and the
Valar. Araw (Oromë) is the patron spirit of Common Men.
Many of the elite revere Varda. People from ports honor both
Varda and Manwë.

OVERVIEW
OTHER FACTORS
The common folk of the broad provinces of
Gondor bear varying degrees of Eriadoran, Dunael, Northmen, Demeanor: Practical, aggressive, hard-working, and
and Edain blood; a number may even have Elven ancestors. inquisitive.
They are a civilized people living in the towns and cities of Language: Starting Languages: The Common Speech
Gondor's provinces. In brighter times, the people of the cities Westron is their chief tongue, although local dialects abound.
of Arnor may also have been described in such ways.
Prejudices: Urban folk are worldly enough to deal with most
The features of the Gondorim vary widely, from outsiders. They hate no race, aside from the Orcs and Wargs.
the fair skinned folk of Pelargir and Lebennin, to the swarthy
farmers of Lamedon and the foothills of the Ered Nimrais Restrictions on Character Classes: None, although Spell
(Sind. "White Mountains"). Shorter than the Edain lords of Caster or Psionic Users, Bards, Druids, and Rangers are rather
Minas Tirith, Dol Amroth, and Pelargir, they still have a noble rare—particularly outside of the largest cities.
bearing that some see as arrogance.
OUTFITTING OPTIONS
PHYSICAL CHARACTERISTICS Weapons: Battle-axe, broadsword, composite bow, dagger,
Build: All types, but normally medium. Males average 155 halberd, javelin, long bow, mace, morning star, quarterstaff,
pounds; women, 125 pounds. short sword, spear, two-handed sword, bastard sword, foil,
main gauche, rapier.
Coloring: Variations of fair to tan or olive skin. All colors of
hair and eyes. Armor: Any. Inhabitants of the larger cities (Minas Tirith,

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5 . 15 - M E N - M I X E D M E N (G O N D O R I A N & O T H E R S )

Tharbad, and Fornost) have more reliable access to to chain


and plate mail than do those in towns or small cities.
Attire: Warm locale: knee-length tunic (linen, fine cotton, or
silk, often finely embroidered) and wide leather belt or short
tunic belted over a silk skirt (linen, fine cotton, or silk); boots;
short wool cape. Cool locale: shirt (linen or silk) under a tunic
(wool or silk); leather belt; woolen breeches or silk skirt (wool
or silk over a wool petticoat) over wool or silk leggings; boots;
long, hooded, woo1 cloak. Colors depend on the wealth of the
wearer. Poorer folk wear linens an un-dyed, unbleached soft
white and woolens a subdued green, grey, or brown. Wealthier
individuals display snow-white linens and woolens and silks
tinted with expensive dyes—maroon, purple, forest green,
deep brown, indigo.
Money: 20 silver pieces of Gondorian or Arnorian mint,

BACKGROUND OPTIONS
Background Options (optional): 4
Special Abilities: All available except range 71-75 (re-roll).
Special Items: All available. Items made by urban Mixed Men
and urban Eriadorans display high quality craftsmanship and 5.16 - Men – Northmen
include durable materials often unavailable in more rural [Need original artwork here instead]
societies (steel being a prime example). Enchanted metals  +1 Strength +1 Constitution
(mithril, eog, etc.) are not available, however.
 Medium-size (5’ 6” to 6’ tall)
Extra Money: 1-200 silver pieces.
 Base Speed 30 feet
Stat Increases: Any stat may be increased.
 +1 bonus feat at 1st level
Extra Languages: In addition to the tongues listed above, a
Mixed Men might in unusual circumstances learn: Dunael,  +2 bonus to Attack Bonus when fighting from
Kuduk, Logathig, Quenya, Adunaic, Haradaic, or Sindarin. horseback.
 + 4 to Sense Motive
 May choose one cross skill and make it a Class skill.
 +4 bonus Skill Points at 1st level and +1 bonus Skill
Point per level thereafter.
 Bonus Feats: Endurance
 Automatic Languages:
____________________________________
 Valid Ages:
________________________________________
_____
 Level Adjustment: 0
 Spell Casting DC Roll Racial Modifier (optional): -1

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5. 16 - M E N – N O R T H M E N

OVERVIEW the winter. Some garden or farm, Most Northmen are also
accomplished hunters and fishermen.
Northmen (The Men of Dale and Laketown in Rhovanion)
Marriage Pattern: Monogamous. Line is traced through the
Dale is an ancient city-kingdom of the Northmen,
male.
lying in the shadow of Erebor, the Lonely Mountain. Its
origins stretch back beyond memory, its prosperity ensured by Religion: Somewhat formal. Rituals celebrate life, fertility,
commerce with the Dwarves of Erebor at the Elves of and the cycles of the seasons. Most are held atop hills in
Thranduil's realm. However, Dale was destroyed and it's mountain vales or at the base of the peaks. They revere Eru
surviving people driven into exile when Smaug the Golden and the Valar and, in particular, Araw (Oromé). The ancient
sacked Erebor in 2770 TA, taking the Dwarf halls as his Cult of the Stag and Cult of the Earth are maintained.
abode. Smaug was slain by Bard, heir to the kings of Dale,
while the dragon attacks Lake Town in 2941. After the Battle
of Five Armies, Bard began rebuilding Dale, which once more OTHER FACTORS
prospered. Lake Town, or Esgaroth, was built on the waters of
Demeanor: Practical, rugged, straightforward, and somewhat
the Long Lake, just east of Mirkwood. Lake Town grew very
loud, They enjoy song, celebration, physical games, and battle.
wealthy on trade from Thranduil's kingdom and from Erebor.
Even while Smaug was in the Lonely Mountain, the Lakemen Language: Starting Languages: They speak Eothri, the
managed to prosper. With Erebor restored, their riches were descendant of the older Eothrik tongue of Rhovanion. Most
ensured. also speak Westron and a little Dunael. Northmen have a
chance to learn: Adunaic, Rohirrim, Atliduk, Logathig, or
While related to the Rohirrim through ancient
Nahaiduk.
ancestors, they are darker of hair and eye. Like all Northmen,
they tend towards certain tallness. Prejudices: The Northmen hate the Dunlendings and consider
the Woses to be lesser beings. They also have an age-old
hatred of Orcs, Wargs, Easterlings, and Dragons.
PHYSICAL CHARACTERISTICS
Restrictions on Character Classes:None, although the
Build: Average to stocky and strong. Men average 190 Northmen rarely produce Spell Caster or Psionic Users.
pounds; women, 130 pounds. The men have considerable
facial hair.
OUTFITTING OPTIONS
Coloring: Blond, with fair skin and blue eyes.
Weapons: Broadsword, dagger, lance, composite bow, long
Endurance: Average, although they can ride as long as their
knife, light lance, heavy lance, long sword.
mounts can endure, and as long as they can stay awake.
Armor: Chain mail with helmet and shield.
Height: Men average 6’1”; women: 5’5”.
Attire: Males: long-sleeved cotton shirt (dark grey or blue);
Lifespan: 60-85 years.
wool jerkin (maroon, brown, grey, blue) falling to mid-thigh,
Resistance: Average. embroidered bands at its hem and neck; wool trousers wrapped
with linen strips around the calves to keep the fabric snug;
Special Abilities: +1 bonus to Attack Bonus when fighting
high boots or shoes; woolen cloak or surcoat (charcoal grey,
from horseback.
dark blue, forest green, black).
Females: wear the shirt, jerkin, trousers, and boots typical of
CULTURE male garb when they ride, preferring lighter hues (pale grey,
sky blue, sea-green) and more ornate embroidery; at home they
Clothing & Decoration: Linen and/or woolen shirts, medium
don low shoes and cotton or woolen gowns (white or pale grey
length pants, and leggings. Warriors commonly wear chain
favored) with simple, form-fitting lines and extensive
mail and carry shields bearing the symbol of their folk, a white
embroidery on the sleeves, shoulders, skirt hem, bodice, and
horse on a green field.
about the neck; their outer capes are also richly embroidered
Fears & Inabilities: None. and usually bright blue or light green.
Lifestyle: Herders and horse-masters, they spend much of Other Gear: Since most Northmen may spend the summer
their year living in various semi-permanent camps set out on a away from their homes, traveling with their horses and herds,
circuit of pastures. They return to their permanent homes for every adult has at least one small tent, a bedroll, and mess kit.

Page 80
5. 16 - M E N – N O R T H M E N

Money: 20 silver pieces of Gondorian mint or the rarer


celebratory Rohirric pen ing (equivalent in value to Gondor’s
silver piece).

BACKGROUND OPTIONS
Background Options (optional): 5
Special Abilities: All available except range 7 1-75 (re-roll).
Special Items: Spell adders and daily spell items not
available. Weapons and tools are usually ornamented
elaborately—gold and silver engraving and settings of ruby or
amber are popular.
Extra Money: 1-200 gold pieces of Gondorian mint or a
number of riding horses worth an equivalent amount (light
horse, 45 sp; medium horse, 60 sp; heavy horse, 80 sp; lesser
warhorse, 20 gp’s; greater warhorse, 75 gp’s).
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a
Rohir might in time learn: Sindarin

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5 . 17 - M E N - N U M E N O R E A N

OVERVIEW
5.17 - Men - Numenorean
For almost two thousand years the Nûmenórean
[Original Artwork by...... ] culture blossomed and flourished in unparalleled beauty and
(2nd Age only or High Dunedain of the Early 3rd Age) unbroken peace and harmony. Fishermen tended their nets and
shepherds their flock while at the behest of the royal family,
educated nobles wrote informative natural histories and
geographies as well as numerous scholarly treatises on the arts
and sciences. Astronomers plotted and studied the movement
of the stars, both for the sheer pleasure of learning and to aid
in navigation. Like the Elves, the Nûmenórean cherished
sarlight and sea-travel. At night, under fragrant flowering trees
and surrounded by sculpted herb and flower gardens bursting
with bloom, poets accompanied by court musicians read their
verses to the King and the gathered nobility. Strife, jealousy,
fear — all seemed to vanish like illists but ii off in the
sparkling clear air of Nûmenórean. Never before were Men so
blessed with a kind and invigorating climate and a land where
sea breezes never ceased, and rainfall was appreciable but
moderate.
Although Adûnaic was their birth-tongue,
Nûmenóreans spoke Sindarin in deference to the Grey-elves
who instructed and inspired them; the official names of high
places and important people — like the capital city and the
King — were given in Quenya, High-elven. From the Elves,
 +1 Strength, +1 Constitution, +2 Intelligence, +2 Nûmenor kings and healers learned the use of the magical
Wisdom, +2 Charisma, (+2 Comeliness - optional) healing herb Athelas, and the love of all things beautiful.
Scarlet Kirinki-birds sang their ethereal songs day and night,
 Medium-size (6’ 6” to 7’ 0” tall)
setting to music all that went on at court.
 Base speed 30 feet
Yet the Nûmenóreans people were not simply
 Nûmenóreans only need Six hours of rest a day. lovers of elegance and knowledge and the serene good life; on
the Menekarma (Q. “Pillar of Heaven”), the Hallowed
 Proficient with Bastardsword and Shortsword.
Mountain in the center of the island, they regularly gathered to
Proficient with (Nûmenórean Steel Composite
worship as one. After climbing a long and winding spiral road
Longbow) Great composite.
to the peak of the Meneltarma, the Nûmenórean observed a
 +1 bonus feat at 1st level silent litany. Until the coming of Sauron and his ascension to
power around S.A. 3300, no temples stood to block one’s view
 Magical skills are considered cross-class skills for of the stars and the sky, no altars were built, no stones were
Nûmenóreans. piled into cairns. Three times a year the King of Nûmenor
 Automatic languages: Adunaic, Sindarin, Westron joined his people — all of them wearing flowing white robes
and garlanded with flowers — to make a pilgrimage up the
 Favorite Class: Any Meneltarma to offer prayers. At the Erukyerrrië, on the first
 Level Adjustment: +2 day of Spring, the King offered a prayer of hope for the
coming year. In mid-Summer, at the Erulaizalë, and later, near
 Automatic Languages: the end of Autumn at the Eruhanialë, the King offered praise
____________________________________ and thanks to Eru, the One, on behalf of his people, who stood
 Valid Ages: 2nd Age only or High Dunedain of the silently surrounding him. At all other times the Hallowed
Early 3rd (before T.A. 1,000) Mountain was the site of unbroken silence; at the peak, the
 Spell Casting DC Roll Racial Modifier (optional): +2 Witnesses of Manwë, two watchful Eagles whose Eyrie rested
nearby, stood as ever-vigilant guardians of Nûmenor — until
the Downfall. From the zenith of the Meneltarma, a farsighted
Man could gaze west and on a clear night see the glowing light

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5 . 17 - M E N - N U M E N O R E A N

from the Isle of Eressëa, home of the High-elves and the only including Romenna, from whence the island’s adventurous
earthly state rivaling the beauty of Nûmenor itself. seamen set forth to sail the sometimes tempestuous sea to the
shores of Middle-earth. Nûmenóreans treasured things built or
Further east on the grasslands stood Armenelos,
carved of wood—especially their mighty and majestic sailing
the elegant City of the Kings, in Nûmenor’s most populous
ships. By mid-Second Age, around 1600, they had devastated
area. Its tall towers, wide avenues, and concentric white walls
the island’s forests, turning to Middle-earth as a source of
foreshadowed the smaller plan of Annüminas, the Arthadan
timber, and the gold, silver, gems and mithril not found on
capital later built by the faithful Elendil in the rocky highlands
Elenna. At first, Nûmenóreans seafarers treated the lesser Men
of Arnor. Above the splendor of the royal grounds of
of Middle-earth kindly, if paternally, and instructed them in
Armenelos, at the summit of the King’s Tower, the pair of
farming and other enterprises. But by S.A, 1600, greed— once
Great Eagles built their Eyrie. There the Eagles stood as living
as foreign to the Dúnadan character as envy or sloth—had
symbols of the Valar’s blessing upon the Isle, and their
overwhelmed the well-established Nûmenóreans appreciation
presence bespoke of the power of the Dúnadan Kings. There
of beautiful things. The sailors of Nûmenor armed themselves
also rested the seven Seeing- stones, created long ago by
and went forth brandish ing the trappings of war. ‘Where they
Fëanor, the unexcelled Elven master-craftsman.
once sent envoys to teach or colonists to build, they sent
NUMENOREAN CULTURE armies bearing bow and arrow, axe and spear, or sword and
spell.
Enthusiastic and skilled gardeners, Nûmenóreans lovingly
tended the trees, herbs, flowers, and vineyards native to the Over a long period of time—just as minute
island and the special fragrant gifts of greenery given them by amounts of poison work to weaken a victim— Nûmenor
the Elves of Eressea, including the mighty golden-blossomed changed into a hungry empire. Nûmenóreans Kings, consumed
Mallorn (Q. “Malinornë”) trees, later transplanted to Middle- by great pride, heeded the advice of vainglorious counselors
earth and sacred to Lothlórien. and began to shun the Elves of Eressëa. Royal marriages were
arranged solely to consolidate power. From about S.A. 2000
The Nûmenóreans were also an athletic, hearty
on, the Kings of Nûmenor refused to take Elven names or to
people and especially enjoyed traveling the island’s unpaved
surrender the Royal Scepter while still clear headed and
lesser roads on horseback, pausing to dive from the rocks into
vigorous, as was the custom and instead held on to their power
the sea and race out and back to shore. Superb bowmen, they
until death took them. The royal line of Elros Half-elven, long
loved to hunt and fish with hollow steel composite bows,
a source of Nümenórean strength, weakened dramatically; the
relying on the retrieval skills of their fine War-dogs. Archery
Kings’ lifespan, once five times that of other Men, now
competitions, like rowing and sailing meets, drew large and
declined by half. Priceless heirlooms like the Elven-made Ring
enthusiastic crowds; physical fitness was much admired and
of Barahir and the seven Palantir, thought to belong to all
encouraged by the Nûmenóreans culture as was mental acuity
Nûmenóreans were locked away and jealously guarded by the
and a sense of mystical awareness.
later Kings. The people became divided, and most abandoned
As gifted mentally as they were physically active, the Sindarin tongue in favor of the harsher Adunaic. After a
Nûmenóreans commonly summoned their horses and dogs time, those retaining a love and respect for the Elves and
without calling aloud to them, a skill that would later prove things Elvish shrouded their fondness for fear of reprisal.
useful on the battlefields of Middle-earth. Many practiced this These dwindling few, called the Faithful by the Eldar, were
telepathy openly when they traveled, lend ing credence to the the forefathers of the Dünedain of Arnor.
sagas among lesser men touting the enchanted Dúnedain race.
Along the same line, the Palantir, while not often understood
by later folk, proved potent tools in the hands of Nûmenor’s THE DOWNFALL
skilled Mentalists and Seers. They were frequently used to
Nûmenor’s armies proved unstoppable when
communicate, man age royal affairs, or to plan for the future.
facing the cruder Men of Middle-earth, and for a time, even
Their ties to the Master-stone in the Tower of Avallone on the
the hordes of the evil Lord of the Rings were swept aside. The
nearby Elven isle of Eressea bound the Nûmenóreans to their
Dark Lord surrendered in 3261 of the Second Age, speaking
Firstborn brethren.
abased words of repentance. It was then that the conquering
King Ar-Pharazôn (“The Golden”) made the fatal mistake of
bringing Sauron in chains to his court at Armenelos. Soon the
THE RISE OF Nûmenórean MIGHT
Evil One took on a fashionable and pleasant form and amused
The sea and the forests around the Nûmenóreans the King with his magic tricks and arcane knowledge. Within a
were also very important to them. Heavy cargoes of goods few decades of his capture and over the heated protests of the
were shipped by sea; Nûmenor harbored three great ports, Faithful, Sauron became the King’s chief counselor. Altars

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5 . 17 - M E N - N U M E N O R E A N

were built upon the summit of the Menekarma, and worse, They all know Westron, Sindarin and some Quenya. Skill
those opposed to the King and the honey-tongued be guiler Development: Nûmenórean also have the opportunity to learn:
were sacrificed to false and evil gods. The Nûmenóreans faith Adunaic and Silvan Elvish, Bethteur.
grew as tainted and artificial as the manners of the Royal
Prejudices: Orcs are their sworn enemies,
Court. Near the end of the Second Age, Nûmenórean ruling
class openly discussed breaking the Ban of the Valar and Restrictions on Character Classes: None.
sailing west to the Undying Lands to seize by force the
immortality they desired. So perverted was their thinking that
they believed life ever lasting could be wrested from the Elves OUTFITTING OPTIONS
and Valar, as though it were a jewel to be stolen and hidden Weapons: Dagger, broadsword, long sword, war hammer,
away. mace, morning star, composite bow, crossbow, battle-axe,
flail, quarterstaff, two-handed sword, lance, spear, Falchions,
main gauche, rapier, dag, armored fist, heavy crossbow, war
PHYSICAL CHARACTERISTICS
mattock, bastard sword, boar spear.
Build: Tall and strong. Men average 225 pounds; women, 150
Armor: Any Nûmenórean are comfortable in plate, scale, and
pounds.
lamellar armor.
Coloring: Fair skin and black or dark brown hair. They have
Attire:
gray, hazel, blue, or green eyes.
Males: silk blouse or tunic, often with full,
Height: Men average 6' 5"; women, 5' 10".
gathered sleeves (grey, silver, or white); brocade, damask,
Endurance: Considerable. velvet, or heavy silk tabard (deep azure or verdigris or a subtle
pattern combining these hues) varying in length from the hip
Lifespan: 300-500 years.
to the knees; elegant belt of silver, white gold, bronze, or
Resistance: Normal. polished steel; silk trousers with a tapered leg or close-fitting
hose (grey, silver, blue, or green); soft leather slippers or ankle
Special Abilities: Can speak mentally to Family, friends, and
boots worn inside sturdier leather boots rising to the knee or to
pets within a mile
mid-thigh (various hues of grey, blue, or green); long, full
cloak of deepest blue, dark green, or charcoal grey silk lined
with another lighter shade (sky blue, sea green, pearl grey,
CULTURE
white).
Attire: Varies, although it is generally well-made and
Females: light silk shift (grey, white, or silver)
beautifully and subtly adorned. Favored colors are deep blues
worn under a form fitting gown of velvet, damask, brocade, or
and greens, grey and grey-greens, silver, and white.
heavy silk (deep azure or verdigris or a subtle pattern
Fears & Inabilities: None. combining these tints) with a generous, flaring skirt; belt of
silver, white gold, bronze, or polished steel; slippers or ankle
Lifestyle: Varies, although they generally live in secluded
boots of soft or studded leather; mantle of velvet, heavy silk,
retreats or havens, or among Elvenkind. Their culture is much
or brocade (deep sapphire or indigo, emerald, jade, or moss
like that of the Sindar, although they are constantly concerned
green) with elaborate sleeves fancifully tailored, gathered,
with the ways of Men.
slashed, or falling open to drape around the arm while framing
Marriage Pattern: Monogamous. The line is traced through it; long, full cloak of dark blue, pine green, or smoke grey silk
the male or female. lined with another lighter shade (pastel blue or green, dove
Religion: Quiet, personal, and involving meditation. They grey, white).
respect Eru and the Valar and revere Ulmo, Varda and Orome Money: 20 silver pieces or Nûmenórean mint.
above all others.

BACKGROUND OPTIONS
OTHER FACTORS
Background Options (optional): 3 Because of their strong
Demeanor: Patient, reserved, considerate, balanced, mellow, cultural and racial ties.
and thoughtful.
Special Abilities: All available. Replace range 61-65 with:
Language: Starting Languages: Adunaic as their first tongue. sympathy for the Free Peoples of Middle-earth; character

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5 . 17 - M E N - N U M E N O R E A N

senses when their enemies (minions of Sauron, either


knowingly or unknowingly) are near (within 500 feet).
Special Items: All available. Finely wrought metals are a
popular material for such.
Extra Money 1-200 gold pieces or Nûmenórean mint
Stat Increases: Any stat may be increased.
Bonus Languages: In addition to the tongues listed above, a
Nûmenórean might in unusual circumstances learns: Labba,
Logathig, or Nahaiduk

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5. 18 - M E N – R O H I R R I M

descent from the Kings of Rhovanion of old, and therefore a


distant link to the Kings of Gondor. They lived on the plains
near the source of the River Anduin, until they came to the aid
of Gondor during the invasion of 2510. That war had left the
province of Caleardhon empty of Gondor's people, and Cirion,
steward of Gondor, granted that land to Eorl. So it became
Rohan, the land of horses, and Eorl became first king of the
Rohirrim.
The Rohirrim are accounted the best riders and
most knowledgeable breeders of horses in north-west Middle-
Earth. As the most potent cavalry in the western world, they
have been loyal and potent allies of Gondor since the time of
Eorl and Cirion.
The Rohirrim are uniformly fair of complexion,
5.18 - Men – Rohirrim pale haired (red at the darkest), and pale eyed. Like all
[Need original artwork here instead] Northmen, the Rohirrim are a tall people. Many walk with a
 +1 Constitution, +1 Dexterity bow-legged gait, from a life in the saddle.
 Medium-size (5’ 6” to 6’ 2” tall)
 Base speed 30 feet PHYSICAL CHARACTERISTICS

 +1 bonus feat at 1st level Build: Average to stocky and strong. Men average 190
pounds; women, 130 pounds. The men have considerable
 +4 racial bonus on Handle Animal and Ride checks. facial hair.
 +4 bonus Skill Points at 1st level and +1 bonus Skill Coloring: Blond, with fair skin and blue eyes.
Points per level thereafter.
Endurance: Average, although they can ride as long as their
 May choose one cross skill and make it a Class skill mounts can endure, and as long as they can stay awake.
 Proficient with Lance/Spear and Short bows Height: Men average 6’1”; women, 5’5”.
 Bonus Feats: Mounted combat Lifespan: 60-85 years.
 Automatic languages: Rohirric, Westron Resistance: Average.
_______________________________
Special Abilities: +4 bonus to Attack Bonus when fighting
 +4 to attack bonus when fighting from horseback from horseback.
 Level adjustment: +1
 Valid Ages: T.A. 2510 - 4th Age onward. Before this CULTURE
time they are Eriadorian Northmen only.
Clothing & Decoration: Linen and/or woolen shirts, medium
 +2 bonus on saving throws to resist “corruption” and length pants, and leggings. Warriors commonly wear chain
“sanity” loss mail and carry shields bearing the symbol of their folk, a white
horse on a green field.
 Spell Casting DC Roll Racial Modifier (optional): -1
Fears & Inabilities: None.
Lifestyle: Herders and horse-masters, they spend much of
their year living in various semi-permanent camps set out on a
OVERVIEW circuit of pastures. They return to their permanent homes for
The Rohirrim, the Riders of Rohan, are a golden- the winter. Some garden or farm, Most Rohirrim are also
haired people, one of the peoples of Rhovanion, where they accomplished hunters and fishermen.
migrated from in 2510 TA. Eorl the Young was King of the Marriage Pattern: Monogamous. Line is traced through the
Éothraim, the Horse Masters of Rhovanion. He claimed male.

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5. 18 - M E N – R O H I R R I M

Religion: Somewhat formal. Rituals celebrate life, fertility, Special Abilities: All available except range 7 1-75 (re-roll).
and the cycles of the seasons. Most are held atop hills in
Special Items: Spell adders and daily spell items not
mountain vales or at the base of the peaks. They revere Eru
available. Weapons and tools are usually ornamented
and the Valar and, in particular, Araw (Oromé). The ancient
elaborately—gold and silver engraving and settings of ruby or
Cult of the Stag and Cult of the Earth are maintained.
amber are popular.
Extra Money: 1-200 gold pieces of Gondorian mint or a
OTHER FACTORS number of riding horses worth an equivalent amount (light
horse, 45 sp; medium horse, 60 sp; heavy horse, 80 sp; lesser
Demeanor: Practical, rugged, straightforward, and somewhat
warhorse, 20 gp’s; greater warhorse, 75 gp’s).
loud, they enjoy song, celebration, physical games, and battle.
Stat Increases: Any stat may be increased.
Language: Starting Languages: They speak Rohirric, the
descendant of the older Eothrik tongue of Rhovanion. Most Extra Languages: In addition to the tongues listed above, a
also speak Westron and a little Dunael. Rohirrim have a Rohir might in learn: Pükael or Sindarin.
chance to learn: Adunaic, Atliduk, Logathig, or Nahaiduk.
Prejudices: The Rohirrim hate the Dunlendings and consider
the Woses to be lesser beings. They also have an age-old
hatred of Orcs, Wargs, Easterlings, and Dragons.
Restrictions on Character Classes: None, although the
Rohirrim rarely produce Spell Caster or Psionic Users.

OUTFITTING OPTIONS
Weapons: Broadsword, dagger, lance, composite bow, long
knife, light lance, heavy lance, long sword.
Armor: Chain mail with helmet and shield.
Attire: Males: long-sleeved cotton shirt (dark grey or blue);
wool jerkin (maroon, brown, grey, blue) falling to mid-thigh,
embroidered bands at its hem and neck; wool trousers wrapped
with linen strips around the calves to keep the fabric snug;
high boots or shoes; woolen cloak or surcoat (charcoal grey,
dark blue, forest green, black).
Females: wear the shirt, jerkin, trousers, and boots typical of
male garb when they ride, preferring lighter hues (pale grey,
sky blue, sea-green) and more ornate embroidery; at home they
don low shoes and cotton or woolen gowns (white or pale grey
favored) with simple, form-fitting lines and extensive
embroidery on the sleeves, shoulders, skirt hem, bodice, and
about the neck; their outer capes are also richly embroidered
and usually bright blue or light green.
Other Gear: Since most Rohirrim spend the summer away
from their homes, traveling with their horses and herds, every
adult has at least one small tent, a bedroll, and mess kit.
Money: 20 silver pieces of Gondorian mint or the rarer
celebratory Rohirric penning (equivalent in value to Gondor’s
silver piece).
BACKGROUND OPTIONS
Background Options (optional): 4

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5 . 19 - M E N – V A R I A G S

OVERVIEW
The Variags live in the region of Khand, a semi-
arid plateau that lies southeast of Mordor. They are a distinct
race, but are occasionally confused with the Haradrim of Far
Harad. In reality, they have as many ties to the Easterlings.
Brutal and semi-nomadic, they have long been influenced by
Mordor and the constant wars with their neighbors.

PHYSICAL CHARACTERISTICS
Build: Medium; men average 155 pounds, women 125 pounds
Coloring: Extremely dark grey or black skin. Eyes red or
reddish brown eyes
Hair straight black hair
Endurance: Variags can travel for extreme periods on
horseback with little or no rest
Height: Medium; men average 5’9”; women 5’3”
5.19 - Men – Variags Lifespan: Short, about 50-70 years
[Need original artwork here instead] Resistance: Average
Special Abilities: +2 to attack bonus when fighting from
 +1 Dexterity, +2 Constitution horseback
 Medium-size (5’ 6” to 6’ tall)
 Base Speed 30 feet CULTURE
 +1 bonus feat at 1st level Clothing and Decoration: Variags favor black and red
 +4 racial bonus on Handle Animal and Ride checks. clothing and wear richly adorned garb. Their armor is
designed around hideous, frightening beast designs. They
 +4 bonus Skill Points at 1st level and +1 bonus Skill carry gold or gilded weapons. Many wear gold trinkets in their
Point per level thereafter. ears, noses, cheeks, or lips.
 May choose one cross skill and make it a Class skill Fears & Inabilities: Fear Darkness (but not night) and illness
 +2 to attack bonus when fighting from horseback or infirmity – anything that might infringe upon their physical
prowess.
 Proficient with Lance/Spear and Bola
Lifestyle: Always at war, Variags live a brutal and exciting
 Bonus Feats: Mounted combat life. Most are herders and raid the stocks of their enemies.
Elite warriors and the female priesthood control life.
 Automatic Languages:
____________________________________ Marriage Pattern: Polygamy line traced thru the female and
 Valid Ages: there is no marriage. A woman's brother helps raise the
________________________________________ children.
_____ Religion: Variags worship a pantheon of cruel gods and have
 Spell Casting DC Roll Racial Modifier: -1, except 0 to elaborate nighttime ceremonies; sacrifices abound. The Lord
“evil” magic of Darkness is the strongest deity, and is actually a modified
incarnation of Morgoth or Sauron. Female priests interpret
laws.
Prejudices: The Variags despise all Men except those who
have recently defeated them in battle. They have grudging

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5 . 19 - M E N – V A R I A G S

respect for the races of Mordor, but generally hate all non- adorned with beast motifs.
mannish folk.
Extra Money: Livestock (camel, 20 sp each; light horse, 45
each) or gold jewelry (earrings, nose rings, cheek rings, finger
rings, wrist bracers) worth a total of 1-200 gp’s.
OTHER FACTORS
Stat Increases: Any stat except Intuition may be increased.
Demeanor: Confidant, fearless, jealous, abrupt, impulsive,
and cold hearted Extra Languages: In addition to the tongues listed above, a
Variag might in unusual circumstances learn: Apysaic, Black
Language: Starting languages: Variags speak Varadja,
Speech, or Orkish.
Haradaic, and Westron. Variags also have the opportunity to
learn: Logathig.
Restrictions on Character Classes: None.

OUTFITTING OPTIONS
Weapons: bola, dagger, javelin, scimitar, short bow, sling,
knife, horse bow, usriev (8-foot long weapon with a 4- foot
haft, like a lance, securing a long, thin, razor-sharp, 4-foot
blade; use two-handed sword table, uses both slashing and
piercing).
Armor: Soft or rigid leather and a small, reinforced, oval
shield and a layered leather helm.
Attire:
Males: short or long-sleeved tunic (red or black)
spun from camel hair; leather tunic, its front and back surfaces
entirely covered with the stylized image of a beast’s snarling
face; leather belt; breeches (red or black) spun from camel
hair; leather riding greaves covering the inner surfaces of the
thigh and calf; sandals; helmet of layered leather with brightly
hued tassels and plumes; black camel-hair cloak, its surface
entirely encrusted with gold embroidery and metallic red and
purple appliqué.
Females: short or long-sleeved tunic (red or
black) spun from camel hair; camel hair over-tunic, loose
flowing sleeves, hem at the ankles; black or red tabard, its
surface entirely encrusted with gold embroidery and metallic 5.20 - Men – Woodmen
red/black and purple appliqué; camel hair breeches (red or
black); leather riding greaves covering the inner surfaces of [Need original artwork here instead]
the thigh and calf; sandals; head dress, taking the stylized form
ofa bat, serpent, lizard, hawk, wild cat, or horse.  +1 Constitution, +1 Dexterity, +1 Wisdom
Money: Camel worth 20 sp.  Medium-size (5’ 6” to 6’ tall)
 Base Speed 30 feet
BACKGROUND OPTIONS  +4 racial bonus on Knowledge (Nature) and
Wilderness Lore checks.
Background Options (optional): 4
 +4 to Climb and Jump
Special Abilities: All available.
 +1 bonus feat at 1st level
Special Items: All available. Variag craftsman favor brightly
colored implements of bone, leather, iron, gold, and bronze  +4 bonus Skill Points at 1st level and +1 bonus Skill

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5 .20 - M E N – W O O D M E N

Point per level thereafter. home in the woodlands, their tracking, climbing, hiding,
hunting, and foraging techniques are superb.
 Proficient with Dwarven War axe
Marriage Pattern: Monogamous. The line is traced through
 May choose one cross skill and make it a Class skill
the male.
 Automatic Languages: Westron (4),Rhovanion Religion: Mostly personal and within the family or band.
(Nahaiduk) (10), Sindarin (2) Female Wuitan (“Knowing Ones”) serve as shamans—Druids
 Valid Ages: who act as seers, healers, and spiritual leaders. They manage
________________________________________ the ancient Cult of Growing which meets for rare tribal
_____ ceremonies. The Vala Araw (Oromé) is revered above all
 Spell Casting DC Roll Racial Modifier (optional): -1 others.
arcane, 0 divine, +1 nature
OTHER FACTORS
Demeanor: Quiet, independent, reclusive.
Language: They speak the Rhovanion tongue called
OVERVIEW Nahaiduk, a little Westron, and a little Sindarin. Woodmen
The Woodmen have long dwelt in Mirkwood, the also have the opportunity to learn: Atliduk, Logathig.
great forest in Rhovanion. They are a loose tribe of Prejudices: Woodmen hate Orcs, Wargs, Trolls, and Giant
hunter/gatherers who live in or below the trees as extended Spiders.
families, bands, or clans. They are Northmen and thus related
to the Beornings in the nearby Anduin Vales and the foothills Restrictions on Character Classes: No restrictions.
of the Grey Mountains. The Rohirrim are their distant kin. OUTFITTING OPTIONS
Weapons: Club, dagger, handaxe, long bow, quarterstaff,
PHYSICAL CHARACTERISTICS short sword, sling, woodman’s axe, throwing darts, knife.

Build: Average to stocky, with strong but angular features. Armor: None or soft leather.
The men possess large amounts of facial hair. Men average Attire: Smock of beige or soft white wool; short tunic of buff,
195 pounds; women, 135 pounds. moss green, or grey wool, ornamented with contrasting crewel
Coloring: Fair skin with reddish highlights. They have blond work across the shoulders, chest, and at the lower hem;
hair and blue or green eyes. woolen leggings and full trousers ending at the knee, gather
into a cuff or flill trousers gathered at the knee into a narrow
Endurance: Average. sheath extending to the ankle; short woolen coat in subdued
Height: Men average 6’1”; women, 5’,5” colors; long woolen cloak with hood; fur hat; fur boots, soft
and unobstructed for excellent traction on tree limbs.
Lifespan: 65-85 years.
Money: Herbs worth 20 sp (Rewk, 9 sp; Thurl, I sp).
Resistance: Average.
Special Abilities: They can climb and move along tree limbs
exceedingly well: +4 to climbing and tumbling. +2 to Survial. BACKGROUND OPTIONS
Background Options (optional): 5

CULTURE Special Abilities: Replace range 71-75 with: character may


merge his or her body into the bole of any tree with a trunk at
Clothing & Decoration: They wear crude woolen tunics and least 1 foot in diameter for up to 1 hour; his or her presence
short pants with leggings. Most favor coats, cloaks, and fur cannot be detected while merged; after 1 hour, the character
hats. is automatically expelled from the tree.
Fears & Inabilities: None. Special Items: All available. Woodmen create items of wood,
Lifestyle: They are an independent lot who have no formal bark, fur, leather, and feathers.
political structure. Living off the gifts of the forest, they reside Extra Money: Herbs worth 1-200 gp’s (Terbas, 2 gp’s;
in small, close groups secluded from other races. They interact Berterin, 19 gp’s; Slota, 36 gp’s).
with few other than the Beornings and Silvan Elves. Utterly at

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5 .20 - M E N – W O O D M E N

Stat Increases: Any stat except Presence may be increased.


Extra Languages: In addition to the tongues listed above, a
Woodman might in unusual circumstances learn: Orkish (4),
Silvan Elvish (6), or Waildyth (6).

Page 91
6 - ORCS

6.1 - Orcs - Yrch (Goblins, Lesser Orcs)


[Need original artwork here instead]

6 - O RCS
[Need original artwork here instead]

Where the orcs originally came from is a debated topic by


scholars. Some point to passages that indicate they may
have been Elves captured by Morgoth and his minions  -2 Dexterity, +3 Constitution, -2 Intelligence, -4
and twisted into orcs. Others say they were made in Wisdom, -2 Charisma, (-4 Comeliness – optional)
mockery of Elves. Still others insist they come from
_______________. Only Morgoth and Eru Illuvatar really  Base Speed 30 feet
know.  Medium-size (4’ to 5’ tall)
What is known is their proliferation  Darkvision
throughout Middle-earth and the East. Anywhere that has
felt the cruelty of Morgoth or his minions, orcs are sure to  Light Sensitivity
be found.  +4 vs heat and cold
 Proficient with Scimitar and shortbow
 May choose one cross skill and make it a Class skill
 Feat availability: Orcs can purchase the Scent feat
normally
 Automatic Languages: Orcish, Morbeth,
______________________________
 Valid Ages: All
 Spell Casting DC Roll Racial Modifier (optional): -5
arcane, -5 divine (good), -5 nature, -2 divine (evil)

OVERVIEW
Orcs, Yrch, Goblins. The despised servants of the
Darkness are ever a threat to the free peoples of Middle-Earth.
Men, Dwarves and Hobbits may hate and fear them, but for

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6 .1 - O R C S - Y R C H (G O B L I N S , L E S S E R O R C S )

true disgust and violent hatred, one has to go a long way to lack beauty in form, they are exceptionally effective. Orcs are
beat an Elf faced with Orcs. also fine healers, despite their lack of concern for scarring.
Utility is their principal goal.
Male Orcs are, by definition, warriors. Orkish society is
violent, and only the tough and capable survive. They do not Marriage Pattern: Orcs do not marry; they breed. The
die of old age, and are mostly immune to diseases, but living a females live together in secluded areas which are normally
long time takes a special Orc. accessible only to the strongest males. In addition, the females
are receptive only to the fiercest and most attractive males.
Female Orcs are never seen, except when an Orc-hole is being
This results in the strongest offspring. The many young are
cleared out. The females are kept segregated, kept safe to
kept together and raised jointly by all the female Orcs.
breed more litters of Orcs.
Religion: All worship Darkness and power. Most revere
Orcs despise the light of the Sun, and prefer to
Sauron as a god, respecting his ability to induce utter terror.
sleep during the hours of daylight. However, they can still see
well enough to engage in combat if the need is there. Under Demeanor: Orcs are cruel, jealous, petty, ambitious, selfish,
starlight they can see as well as a man during the day. In near and suspicious. They are almost always uncomfortable and,
darkness they can still see well out to 50'; in total darkness, aside from mealtime or battle, are never happy or at peace.
they can still see out to 10'.
Language: Starting Languages: Ores speak various Orkish
PHYSICAL CHARACTERISTICS dialects which are generally related to Westron and are
somewhat understandable to one knowing Westron or another
Build: Heavy, with thick hides, short legs, and long, thin arms.
such Orkish dialect. Orcs also have the chance to learn:
They have grotesque, fanged faces and random hair growth.
Westron and Black Speech.
Males and females average 65 pounds.
Prejudices: Ores hate all races, including Ores of other tribes.
Coloring Black or grey hair, black or reddish-brown eyes, and
They particularly despise Elves, who they believe to be a
deep grey or black hides.
spiteful, wicked, and wayward race.
Endurance: Need only rest once every three days
Restrictions on Character Classes: Orcs produce no
Height: Males and females average 4’. Sorcerer or Psionic Users, Druids, or Bards.
Lifespan: Indefinite; certainly hundreds of years, but the OUTFITTING OPTIONS
nature of their warlike life permits few to live past the age of
Weapons: Club, dagger, handaxe, scimitar, short bow, spear,
50,
whip, harpoon, barbed arrows.
Resistance: +4 vs. heat and cold
Armor: None, soft or rigid leather, Leather helmet. Shields
Special Abilities: Orcs sleep during daylight hours, although are rare. C1othing Males: short hide kilt; leather wrist guards;
they need rest only once every 3 days. Orcish vision in most leather boots.
darkness is as good as a Man’s during the height of day. When
The leather and hides are un-dyed.
there is barely any light (cloudy, moonless nights; upper
caverns, dungeons), Orcs can see at least 50’ perfectly and Females: hide tunic, falling to mid-thigh; no foot gear; leather
fairly well up to 100’. In absolute darkness (deep caverns), thong worn as a headband to restrain the hair.
they can see 10’.
Money: 20 sp of varying mints, obtained as plunder in battle
CULTURE or stolen from the tribe’s hoard.
Clothing & Decoration: Skins, leathers, and metal armor— BACKGROUND OPTIONS
crude, but well made and effective.
Background Options (optional): 2
Lifestyle: Bred as laborers and warriors, Orcs respect power
Special Abilities: All except ranges 56-60, 71-75, and 91-95.
and terror above all things. They join and cooperate in
Extend range 96-00 to become range 91-00; re-roll other
substantial groups only when led by a “focused will,” some
results.
overwhelmingly strong individual. To them, politics equates
with force, and separate Orc tribes often war. Inter-tribal Special Items: Daily spell items and spell adders not
cannibalism is the norm. available. Weapons and tools made by Orcs are ungainly to
look upon, but serviceable. Iron, steel, hide, and sinew are
They are, however, quite skilled. Their smiths rival those of
typical materials.
the Dwarves and Elves and, although the items they produce

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6 .1 - O R C S - Y R C H (G O B L I N S , L E S S E R O R C S )

Extra Money: 1-200 gp’s of varying mints, obtained as


plunder in battle or stolen from the tribe’s hoard.
Stat Increases: Intelligence, Wisdom, and Charisma may not
be increased.
Extra Languages: In addition to the tongues listed above, a
Common Orc might in unusual circumstances learn: Atliduk or
more of Black Speech or the Westron tongue. 6.3 - Sauronian Orcs (Mordor)

6.2 - Morgothian Orcs

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6 .3 - S A U R O N I A N O R C S (M O R D O R )

OVERVIEW
6.4 - Orcs - Half-Yrch
The vile results of an experiment of Saruman the
(Variation change on Half-orc) Wizard, the Half-Orcs are crossbreeds, the result of a union
[Need original artwork here instead] between Orcs and Dunish women. They are sometimes
mistaken for Uruks-hai, but are distinct from them. Like the
Uruk-hai, however, they are smarter and better disciplined
than their common kin.

PHYSICAL CHARACTERISTICS
Build: Half-orcs are akin to Uruk-hai, but look more like dark
Men, Males average 150 pounds; females, 135 pounds.
Height: Males average 5’8”; females, 5’5”,
Language: Starting Languages: They know Westron quite
well, and most know both Orkish and a little Black
Speech. Half-orcs also have the opportunity to learn: Dunael
or more Black Speech or more Orkish dialects.
Restrictions on Character Classes: Half-orcs have none.
 +2 Constitution, -2 Wisdom, -2 Intelligence, -2
Charisma, (-2 Comeliness – optional) OUTFITTING OPTIONS
 Base Speed 30 feet Weapons: Broadsword, club, dagger, handaxe, long bow,
mace, morning star, scimitar, short bow, short sword, spear,
 Medium-size (5’ to 6’ tall) war hammer, whip, clawed club or clawed mace (use morning
 Darkvision star table), long sword, harpoon, barbed arrows.

 +1 bonus feat at 1st level Armor: Any. Chain and plate armor are made of utilitarian
steel. Attire: Males.’ Hide tunic; breeches or a short skirt of
 +4 bonus Skill Points at 1st level and +1 bonus Skill hide; stout leather belt; short woolen (dull plaid: moss green,
Point per level thereafter. dull yellow, beige, grey blue, charcoal) jacket or cape worn
over one shoulder; steel torque about the neck; soft leather
 May choose one cross skill and make it a Class skill
footgear; fur over-coat and hat; hair worn in many small
 Automatic Languages: Orcish, Morbeth, braids.
_______________________________ Females: those who escape the breeding pits dress to pass as
 Valid Ages: young males; those who remain in captivity wear a hide tunic,
________________________________________ falling to mid-thigh, and thong sandals.
_____
 Spell Casting DC Roll Racial Modifier (optional): -2 Money: 2 gp’s
arcane, -3 divine (good), -2 nature, 0 divine (evil) BACKGROUND OPTIONS
Background Options (optional0: 4
Special Abilities: All available.
Special Items: All available. Most Half-orcs are equipped
from the armories of Saruman and thus have some of the finest
gear.

Page 95
6 .4 - O R C S - H A L F -Y R C H

Extra Money: Coinage, gems, and weapons worth 1-200 gp’s. ● Spell Casting DC Roll Racial Modifier (optional): -3
arcane, -5 divine (good), -5 nature, -2 divine (evil)
Stat Increases: Any stat may be increased.
Extra Languages: in addition to the tongues listed above, a
Half-Orc might in unusual circumstances learn: Atliduk,
Rohirric, or Nahaiduk.
OVERVIEW
Standing over the common Orcs are the Uruk-Hai
6.5 - Orcs - Uruk-hai (sing. Uruk; Mor. "Orc Race"). They are the result of breeding
programs instituted by the Dark Lord after his return c.1000
(Greater Orcs) TA. After a millennium and a half of breeding for strength,
intelligence and ruthlessness, the better Orc was finally born.
[Need original artwork here instead] Uruks hold their lesser brethren in contempt, seeing the ill-
disciplined rabble as good for nothing but cannon fodder and,
occasionally, rations. They do not fear the sun, they do not
blanch at the name of Elbereth, and they are possessed of an
iron discipline that makes a phalanx of Uruks worth many
times their number in Orc rabble. The Fighting Uruk-Hai are
extremely proud of their race.
The females of the species are far less submissive
than their lesser sisters, demanding proofs and setting tests so
that only the strongest males gain the privilege of breeding
with them. They take great pleasure in decorating themselves
with jewelry, tattoos, and piercing. The eyesight of Uruks is as
good as a man's under sun or stars. With little light, they can
still see well out to 50'; in complete darkness, they can still see
out to 10'.

PHYSICAL CHARACTERISTICS
Build: Uruk-hai have a more “human” appearance, despite
cat-like eyes, fang-teeth, and black/grey hides; they have
longer, stron ger, and straighter legs.
Height: Uruk-hai average 5’6” and 145 pounds.
Special Abilities: Despite their preference for darkness, Uruk-
hai operate freely in daylight.
Demeanor: Uruk-hai are possess more intelligence and
cunning than Common Ores.
Language: Starting Languages: Black Speech, Orkish, and
good Westron. Uruk-hai also have the opportunity to learn:
Atliduk, Dunael or Nahaiduk.
● +1 Strength, +4 Constitution, -2 Wisdom, -2
Charisma, (-4 Comeliness)
OUTFITTING OPTIONS
● Base Speed 30 feet
● Medium-size (5’ to 6’ tall) Weapons: Broadsword, club, dagger, handaxe, long bow,
● Darkvision mace, scimitar, short bow, short sword, spear, whip, clawed
● Bonus feat: Endurance club or clawed mace (use morning star table), long sword,
● Level Adjustment: +1 harpoon, barbed arrows.
● Automatic Languages: Orcish, Morbeth, Armor: Any, excepting plate armor. Steel helmets and round
______________________________ or target shields common.
● Valid Ages: None before T.A. 1000, T.A. 1000 to Attire:
1500 extremely rare, 1500-2500 uncommon, 2500+ Males: sleeveless hide tunic, cropped at the waist,
common or falling to mid-thigh; hide pants with wide leather belt and

Page 96
6. 5 - O R C S - U R U K - H A I

often a thigh strap and sheath for a dagger or knife; leather or


steel wrist guards; sturdy hide boots.
Females: hide tunic, falling to mid-thigh; belt of
leather ornamented with steel plates, grommets, and spikes;
hide Vest ornamented to match the belt; thong sandals; circlet
of steel plates worn as a headband to restrain the hair.
Money: 20 sp of varying mints, obtained as plunder in battle
or allotted from the tribe’s hoard for service to the tribe’s
chief.

BACKGROUND OPTIONS
Background Options: 3
Special Abilities: All available except ranges 56-60,71-75,
and 91- 95. For a result in range 56-60, re-roll. Treat ranges
71-75 and 91-95 as the result for 96-00: resistant to pain.
Special Items: Spell adders not available. Weapons and tools
made by Uruk-hai are usually ungainly to look upon, but 6.6 - Orcs - Half-Uruk-hai
perform admirably. Iron, steel, hide, and sinew are typical
materials. [Need original artwork here instead]
Money: 1-200 gp’s of varying mints, obtained as plunder in
battle or allotted from the tribe’s hoard for service to the
tribe’s chief.
Stat Increases: Wisdom and Charisma may not be increased.  +2 Strength, +2 Constitution, -2 Charisma, (-2
Extra Languages: In addition to the tongues listed above, an Comeliness – optional)
Uruk might in unusual circumstances learn: Logathig.  Base Speed 30 feet
 Medium-size (5’ to 6’ tall)
 Darkvision
 +1 bonus feat at 1st level
 +4 bonus Skill Points at 1st level and +1 bonus Skill
Point per level thereafter.
 May choose one cross skill and make it a Class skill
 Automatic Languages: Orcish, Morbeth,
_______________________________
 Valid Ages:
____________________________________________
_
 Level Adjiustment: +1
 Spell Casting DC Roll Racial Modifier (optional): -1
arcane, -2 divine (good), -1 nature, 0 divine (evil)

Page 97
6.6 - O R C S - H A L F -U R U K - H A I

braids.
Females: those who escape the breeding pits dress to pass as
young males; those who remain in captivity wear a hide tunic,
falling to mid-thigh, and thong sandals.
Money: 2 gp’s
BACKGROUND OPTIONS
Background Options (optional): 4
Special Abilities: All available.
Special Items: All available. Most Half-orcs are equipped
from the armories of Saruman and thus have some of the finest
gear.
Extra Money: Coinage, gems, and weapons worth 1-200 gp’s.
Stat Increases: Any stat may be increased.
Extra Languages: in addition to the tongues listed above, a
OVERVIEW
Half-Orc might in unusual circumstances learn: Atliduk,
The vile results of an experiment of Saruman the Rohirric, or Nahaiduk.
Wizard, the Half-Orcs are crossbreeds, the result of a union
between Orcs and Dunish women. They are sometimes
mistaken for Uruks-hai, but are distinct from them. Like the
Uruk-hai, however, they are smarter and better disciplined
than their common kin.

PHYSICAL CHARACTERISTICS
Build: Half-orcs are akin to Uruk-hai, but look more like dark
Men, Males average 150 pounds; females, 135 pounds.
Height: Males average 5’8”; females, 5’5”,
Language: Starting Languages: They know Westron quite
well, and most know both Orkish and a little Black
Speech. Half-orcs also have the opportunity to learn: Dunael
or more Black Speech or more Orkish dialects.
Restrictions on Character Classes: Half-orcs have none.

OUTFITTING OPTIONS
Weapons: Broadsword, club, dagger, handaxe, long bow,
mace, morning star, scimitar, short bow, short sword, spear,
war hammer, whip, clawed club or clawed mace (use morning
star table), long sword, harpoon, barbed arrows.
Armor: Any. Chain and plate armor are made of utilitarian
steel. Attire: Males.’ Hide tunic; breeches or a short skirt of
hide; stout leather belt; short woolen (dull plaid: moss green, 7 - T ROLLS
dull yellow, beige, grey blue, charcoal) jacket or cape worn
over one shoulder; steel torque about the neck; soft leather
footgear; fur over-coat and hat; hair worn in many small (Middle-earth Trolls are very different from D&D trolls)

Page 98
7 - TROLLS

[Need original artwork here instead]

7.2 - Trolls – Half Olog (Half Troll)

[Need original artwork here instead]

7.1 - Trolls - Olog


("Wild" Troll - Cave trool, Hill Troll, etc.)
[Need original artwork here instead]

Page 99
7 .2 - T R O L L S – H A L F O L O G (H A L F T R O L L )

 Automatic Languages:
____________________________________
 Valid Ages: None before T.A. 1000. Rare T.A.
1000 – 2,500. More Common T.A. 2500 onwards,
though dwindling after F.A.
 Spell Casting DC Roll Racial Modifier (optional): -5
arcane, -5 divine (good), -5 nature, -2 divine (evil)

OVERVIEW
The Olog-hai have been bred by Sauron from
7.3 - Trolls - Olog-hai (High Troll, War Troll) lesser Troll stock and have until late been a rare breed.
Cunning and organized—yet as big and strong as their lesser
[Need original artwork here instead] brethren—the Olog-hai are superb warriors. They know no
fear and thirst for blood and victory.
Olog-hai are also called Black Trolls, for they
have black scaly hides and black blood. Most carry blank
shields and war hammers, although they are adept at using
almost any weapon. They differ from older Troll varieties in
other ways as well.
Resistance: Black Trolls ignore bleeding or stun results when
given a critical strike from a normal weapon, since they are
more resistant to un-enchanted weapons.
Special Abilities: They can operate freely in daylight.
Demeanor: They are relatively quick.
Language: Starting Languages: They are capable of using
normal language properly, and speak Black Speech and
Westron. Black Trolls also have the opportunity to learn:
Orkish and more Westron.

OUTFITTING OPTIONS
Weapons: Battle-axe, club, flail, mace, morning star, two-
handed sword, war hammer, bastard sword, fist, spiked club,
 +4 Strength, +3 Constitution, -2 Dexterity, -4 war mattock, thrown rock.
Intelligence, -2 Wisdom, -4 Charisma, (-6 Comeliness Armor: Chain with plate inserts. Pot helmet and shield.
- optional)
Clothing Rough, sleeveless coat of hide; hide wrist guards;
 Base Speed 30 feet hide or chain leg guards; leather belt or strap from which to
 Medium-size (7’ to 8’ tall) hang a weapon.

 Darkvision Money: 2 gp’s.

 +6 natural armor BACKGROUND OPTIONS

 Automatic languages: Background Options: 1

 Level Adjustment: +2 Special Abilities: Ranges 5 6-60 and 71-75 not available (re-
roll). Special Items: Special equipment is usually issued to a

Page 100
7 .3 - T R O L L S - O L O G - H A I (H I G H T R O L L , W A R T R O L L )

Black Troll by the orders of his commander. Sometimes items


are acquired as booty on the field of battle. Enchanted
weapons are the most common special items possessed by a
Black Troll,
Extra Money: Coinage, gems, or weapons worth 1-200 gp’s.
Stat Increases: STR, CON, and INT may be increased.
Extra Languages: In addition to the tongues listed above, an
Olog might in unusual circumstances learn: Atliduk, Haradaic,
or Nahaiduk.
7.4 - Trolls - Half-Olog-hai
[Need original artwork here instead]

Page 101
7 .4 - T R O L L S - H A L F -O L O G - H A I

8.2 - Secondary Skills

“Secondary Skills” are also known as


“Professions”, Craft Skills, Hobbies, etc. Roll on the chart
below to determine what the character receives.
After determining the type and bonus level, select or roll
to determine the exact profession, craft, hobby, on the
corresponding chart.

Roll Result Notes


01-05 Profession
06-10 Profession
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
8 - B ACKGROUND O PTIONS 51-55
56-60
61-65
66-70
8.1 - Background Option Type 71-75
01-15 Ability score modifiers 76-80
16-30 Special abilities 81-85
31-50 Secondary Skills 86-90
51-80 Status / Wealth 91-92
81-00 Special Items 93-94
95-96
97-98
99

Page 102
8. 2 - S E C O N D A R Y S K I L L S

00 8.3 - Ability Score Modifiers

8.2.1 - P ROFESSIONS
Roll Result Notes
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-92
93-94
8.2.2 - C RAFT S KILLS
95-96
97-98
99
00

8.4 - Languages

Page 103
8. 4 - L A N G U A G E S

Roll Result Notes


01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85 8.5 - Special Items & Treasure Categories

86-90 This table is for generating higher level


characters and providing typically 1 magic item per every
91-92 1-3 levels or so. You use the BO type table for first level
93-94 generation of items (family heirlooms,etc.). Then for
every 1-3 levels thereafter (depends on GM's discretion
95-96 how many per level).
97-98
01-10 Money
99
11-20 Gems
00
21-30 Jewelry (rings, amulets,
etc)
31-40 Clothing
41-45 Potions
46-50 Scrolls/books/tomes
51-55 Rods/staves/wands
56-65 Herbs
65-70 Armor

Page 104
8. 5 - S P E C I A L I T E M S & T R E A S U R E C A T E G O R I E S

71-75 Shields 8.7 - Musical Instruments


76-80 Melee Weapons
81-85 Missile Weapons
86-00 Miscellaneous

8.6 - Jewelry Type

01-25 Ring
25-45 Necklace
46-60 Bracelet/anklet
61-70 Scarabs, brooches, pins
8.8 - Special Abilities
71-85 Amulet/periapt
86-00 Headband/Circlet
Any of the traits or flaws not detailed here, are detailed in
the 2004 D&D 3.x Unearthed Arcana chapters “Character
Traits” and “Character Flaws”. If the DM does not like to
use traits and flaws, then either re-roll and select an item
that does not have an asterisk next to it, or roll from a
different table entirely. Notice that some of the “notes”
list slightly different numbers for the modifiers than listed
in the Unearthed Arcana. All other aspects are the same
as described in that book, just the modifier numbers are
adjusted because they are Background Options which
tend to be more significant than just generally chosen
trait/flaw combinations.
Roll Result Notes
01 Feeble * -2 to STR, DEX, CON
based checks and skills
02 Frail * -1 hp gained per level
03 Inattentive * -4 Listen & Spot checks
04 Meager Fortitude * -3 fortitude saves
05 Noncombatant * -4 to all melee attacks
06 Poor Reflexes * -3 Reflex saves
07 Shaky * -4 all ranged attacks
08 Slow * ½ normal base move (total
not lower than 20)
09 Unreactive * -6 initiative
10 Weak willed * -3 Will saves
11-12 Focused * +4 concentration, -4spot &
Listen
14-15 Hard of Hearing * -4 Listen, +4 spot
16-17 Hardy but a little slow * +1 Fortitude, -1 penalty

Page 105
8. 8 - S P E C I A L A B I L I T I E S

18-19 Honest * +1 diplomacy, -1 bluff Roll Result Notes


20-21 Abrassive * +2 Intimidate, -1
diplomacy 01-05
22-23 Absent-minded * +2 to (any trained)
Knowledge check, -1 Spot
06-10
& Listen
11-15
24-25 Aggressive * +2 initiative, -1 AC
86-90 Brawler * +2 unarmed, -2 all other
16-20
attacks.
21-25
91-92 Cautious * +1 dodge bonus to AC, -1
vs fear save, 26-30
93-94 Detached * +1 Will, -1 Reflex
31-35
95-96 Dishonest * +4 Bluff, -4 Diplomacy
97-98 Distinctive * +4 reputation, -4 disguise
36-40
99 Easygoing * +2 gather information, -2 41-45
intimidate and sense
motive 46-50
00 Farsighted * +2 spot, -2 search (not
Elven farsight)
51-55
Musclebound* +1 STR-based skills, -2 56-60
DEX-based skills
Nearsighted * +2 Search, -2 Spot
61-65
Passionate * +4 Fortitude, -24Will 66-70
71-75
76-80
81-85
86-90
91-92
93-94
95-96
97-98
99
00
* Trait/Flaw detailed in D&D Unearthed Arcana

8.9 - Ability Score Modifier

Page 106
8. 10 - C L O T H I N G

8.10 - Clothing Roll Result Notes


01-05
06-10
11-15
Roll Result Notes
16-20
01-05
21-25
06-10
26-30
11-15
31-35
16-20
36-40
21-25
41-45
26-30
46-50
31-35
51-55
36-40
56-60
41-45
61-65
46-50
66-70
51-55
71-75
56-60
76-80
61-65
81-85
66-70
86-90
71-75
91-92
76-80
93-94
81-85
95-96
86-90
97-98
91-92
99
93-94
00
95-96
97-98
99
00

8.12 - Rods/Staves/Wands

8.11 - Jewelry

01-33 Rods

Page 107
8. 12 - R O D S /S T A V E S /W A N D S

34-66 Staves
67-00 Wands

8.14 - Armor & Shields

Roll Result Notes


Minor Medium Major Result Notes
01-05
01-60 01-05 +1 shield (1)
06-10
61-80 06-10 +1 armor (2)
11-15
81-85 11-20 +2 shield (1)
16-20
86-87 21-30 +2 armor (2)
21-25
- 31-40 01-08 +3 shield (1)
26-30
- 41-50 09-16 +3 armor (2)
31-35
- 51-55 17-27 +4 shield (1)
36-40
- 56-57 28-38 +4 armor (2)
41-45
- 39-49 +5 shield (1)
46-50
- 50-57 +5 armor (2)
51-55
88-89 58-60 58-60 Sp. shield (3)
56-60
90-91 61-63 61-63 Sp. armor (4)
61-65
92-100 64-100 64-100 Special (5)
66-70 Ability
71-75
76-80 (1) Roll on Shield Type Table
81-85 (2) Roll Armor components and type table
86-90
91-92
93-94
8.15 - Melee Weapons
95-96
97-98
99
00 Roll Result Notes
01-05
06-10
11-15
8.13 - Herbs
16-20

Page 108
8. 15 - M E L E E W E A P O N S

21-25 26-30
26-30 31-35
31-35 36-40
36-40 41-45
41-45 46-50
46-50 51-55
51-55 56-60
56-60 61-65
61-65 66-70
66-70 71-75
71-75 76-80
76-80 81-85
81-85 86-90
86-90 91-92
91-92 93-94
93-94 95-96
95-96 97-98
97-98 99
99 00
00

8.16 - Other

8.15.1 - M ISSILE W EAPONS


Sling (stone/bullet) Roll Result Notes

Sling 01-05
06-10
11-15
Roll Result Notes
16-20
01-05
21-25
06-10
26-30
11-15
31-35
16-20
36-40
21-25

Page 109
8. 16 - O T H E R

41-45 56-60
46-50 61-65
51-55 66-70
56-60 71-75
61-65 76-80
66-70 81-85
71-75 86-90
76-80 91-92
81-85 93-94
86-90 95-96
91-92 97-98
93-94 99
95-96 00
97-98
99
00

8.17 - Magic Type

Roll Result Notes


01-05
06-10 8.18 - Wealth
11-15
16-20
21-25 Roll Result Notes
26-30 01-05
31-35 06-10
36-40 11-15
41-45 16-20
46-50 21-25
51-55 26-30

Page 110
8. 18 - W E A L T H

31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-92
93-94
95-96 9 - O PTIONAL C ORE M ODIFICATIONS
97-98
99 The following optional recommendations are purely
00 optional. Many DM's have happily run Middle-earth
based campaigns using only the Ea d20 RPG Races 7
Cultures listings for races and cultures, and not used any
of the other optional rules. However, if you want to
incrementally improve the “Tolkienesque” feel to your
d20 campaign, these optional rules will help add to it.

9.1 - Magic in Middle-earth

This is one of the most hotly debated topics in Tolkien-


based RPGs. And since it is not a simple topic, an entire
separate book has been dedicated to modifying d20 magic
rules. This tome is called the “Ea d20 RPG – Magic in
Middle-earth” available on the Ea website
http://www.earpg.com

The Ea d20 RPG Magic in Middle-earth book also makes


recommendations to changes and exclusions of spell
casting classes, especially healer types, strongly
influenced by the old ICE “Hands of the Healer”
supplement for healing classes.

Page 111
9. 1 - M A G I C IN MIDDLE-EARTH

9.2 - Class Restrictions & Modifications 9.2.2 - B ARD

Some classes work well within a Middle-earth


campaign, while others are extremely difficult to fit in
with the setting. This section lists each of the core classes
(later we made include additional suggestions for Prestige
classes, and other classes from the Players Handbook II,
Unearthed Arcana, Complete Warrior/Divine/Arcane, etc.
Remember, these are all just suggested
recommendations, they are not ironclad. The DM should 9.2.3 - C LERIC
decide what best fits his/her own interpretation of
Tolkien's world.
Here is a chart that briefly summarizes the core classes
and their relative fit to a Middle-earth campaign.
Class Allow Modified Notes
Barbarian Y ?
Bard Y* ?
Cleric Y* Y (1)
Druid Y* ? 9.2.4 - D RUID
Fighter Y ?
Monk N - (2)
Ranger Y* ?
Rogue Y ?
Sorcerer N* - (3)
Wizard Y* Y (4)
9.2.5 - F IGHTER

* Recommend using d20 Magic in Middle-earth Book

9.2.1 - B ARBARIAN

Page 112
9. 2 - C L A S S R E S T R I C T I O N S & M O D I F I C A T I O N S

9.2.6 - M ONK 9.2.10 - S ORCERER

9.2.11 - W IZARD

9.2.7 - P ALADIN

9.2.8 - R ANGER

9.2.9 - R OGUE

9.3 - Players Handbook II

Page 113
9. 3 - P L A Y E R S H A N D B O O K II

Many of the additional classes in the Players Handbook II


are really not a good fit for most Middle-earth campaigns. 9.3.2 - M ARSHAL ???
This section only lists the classes not in the core Players
Handbook, that are in the PH II which seem a fair fit for a
Tolkien campaign.
Here is a chart that briefly summarizes the extended
classes from the Players Handbook II and their relative fit
to a Middle-earth campaign.
Class Allow Modified Notes
Barbarian Y ? 9.3.3 - S COUT
Bard Y* ?
Cleric Y* Y (1)
Druid Y* ?
Favored Soul
Fighter Y ?
Hexblade 9.3.4 - S WASHBUCKLER
Monk N - (2)
Paladin
Ranger Y* ?
Rogue Y ?
Scout
Sorcerer N* - (3)
Swashbuckle 9.3.5 - W IZARD ????
r
Warlock
Warmage
Wizard Y* Y (4)
* Recommend using d20 Magic in Middle-earth Book

9.3.1 - F IGHTER

Page 114
9. 3 - P L A Y E R S H A N D B O O K II

Alphabetical Index
9.4 - Weapon Restrictions (Optional) Ages..................................................................................6
Blacklocks.......................................................................18
Broadbeams.....................................................................18
Broadbeams Modifiers Summary...................................21
Comeliness........................................................................5
Firebeards..................................................................18, 22
Firebeards Modifiers.......................................................23
Ironfists...........................................................................18
Longbeards......................................................................18
Magic in Middle-earth......................................................4
Petty Dwarves.................................................................18
Stiffbeards.......................................................................18
Stonefoots.......................................................................18

10 - B IBLIOGRAPHY & R EFERENCES

Page 115
10 - B I B L I O G R A P H Y & R E F E R E N C E S

ICE MERP 2nd Edition


D&D 3.5 DMG
D&D 3.5 PH
D&D 3 Unearthed Arcana
Hands of the Healer [Back Cover Artwork Needed]
Other Hands Magazine
Other Minds Magazine
ICE Rolemaster 2 Campanion I

Page 116

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