Rolemaster MERP .fr

Sep 17, 2004 - ion books, house rules and information from ICE's™ campaign modules together in ... in the rule books. To make full use of the information contained within, you need ...... court artisans, and court seers practice various forms of traditional ...... “Makers”). Unlike most other cultures, these classes are not based.
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MERP™ for Rolemaster™ Standard System Version 1.52 created on 17/9/04 Designed and Produced by Whitford Bates on an Amiga 4000 and Windows PC using Pagestream 4.1.

Based on the campaign created and designed by ICE, which was derived from the works of J.R.R Tolkien. Using rules designed and created by ICE.

S pec ial Tha nks to Jonathon Dale for his spreadshe ets (Training Package Cr eation, Race C reation and Profession Designer). Very usef ul when you are constantly tweaking everything. And to the authors of the module s found on merp-fan-modules. Who’s cutures have found their way into this book.

I CE, Iron Crown Enterprises, MERP, Middle-ear th Role Playing and Rolemaster are all trademar ks of IC E. This document may not be sold or used for any commercial purpose. You may use this document f or personnel use only. You may free ly distribute this work as a whole on a non-commer cial basis only; as long as no changes a re ma de to the conte nts of the document.

If you have any comments, queries, or suggestions send an e-mail to whitford@ppcam iga.freeserve.co.uk

TABLE OF CONTENTS C HARACTER G ENERATION………………………………… 4 IN TRODUCTION……… ……………………………………… 4 C ALCULATION C ONVENTIONS…………………………… 4 ABBREVIATION S……… ……………………………………… 4 W HAT TYPE OF CHARACTER TO PLAY? ………………… 4 TH E INITIAL C HOICES……………………………………… 6 D ETERMININ G RAC E/CULTURE…………………………… 6 D ETERMININ G PROFESSION ……………………………… 6 D ETERMININ G REALM OF POWER ……………………… 6 D ETERMININ G ADDITION AL BASE LISTS ……………… 6 C ULTURES AN D RAC ES……………………………………… 8 DWARVES (Naugrim)…… ……………………………………… 8 MEN (Hildo r)…………… ……………………………………… 8 ELVES (Quend i)………… ……………………………………… 8 ORCS (Yrch) …………… ……………………………………… 8 TROLLS (Tereg)………… ……………………………………… 9 KH AZÂD (House of Durin)…………………………………… 10 KH AZÂD (Houses of Dwálin, Thrár) ………………………… 12 KH AZÂD (House of Bávor)…………………………………… 14 KH AZÂD (House of Theló r) ………………………………… 16 KH AZÂD (House of Drúin)…………………………………… 18 KH AZÂD (House of Barin) …………………………………… 20 PETTY-DWARVES……… ……………………………………… 22 UMLI …………………… ……………………………………… 24 AVARI…………………… ……………………………………… 26 LOSSIDIL ……………… ……………………………………… 28 N AND OR ……………… ……………………………………… 30 N OLDOR ……………… ……………………………………… 32 SINDAR………………… ……………………………………… 34 H ALF-ELVES…………… ……………………………………… 36 H OBBITS ……………… ……………………………………… 38 BEFFRAEN ……………… ……………………………………… 40 BERNING A …………… ……………………………………… 42 BLACK NÚMENÓR EAN……………………………………… 44 C ORAIR S ……………… ……………………………………… 46 D ORWINRIM…………… ……………………………………… 48 D RUG HU ……………… ……………………………………… 50 D ÚN EDAIN (of Go ndor)……………………………………… 52 D ÚN EDAIN (of the Lost Realm )……………………………… 54 D UN LENDING S ……… ……………………………………… 56 EASTERLIN GS………… ……………………………………… 58 ERIAD ORIAN S………… ……………………………………… 60 G IMÚTÉOTHRAIM…… ……………………………………… 62 G OND ORIAN S………… ……………………………………… 64 G RAMUZ ……………… ……………………………………… 66 H ARADRIM …………… ……………………………………… 68 H ARUZE………………… ……………………………………… 70 H ILLMEN ……………… ……………………………………… 72 LOSSOTH ……………… ……………………………………… 74 MER IMETSÄSTÄJÄT…… ……………………………………… 76 N ORTHMEN (URBAN… ) ……………………………………… 78 ROHIRRIM……………… ……………………………………… 80 SARALAINN CLANSMEN …………………………………… 82 VARIAGS………………… ……………………………………… 84 WOODMEN …………… ……………………………………… 86 C OMMON ORC S ……… ……………………………………… 88 URUK-H AI……………… ……………………………………… 90 H ALF-ORCS …………… ……………………………………… 92 C AVE TROLLS ………… ……………………………………… 94 FORR EST TROLLS …… ……………………………………… 96 H ILL TROLLS ………… ……………………………………… 98 SN OW TROLLS………… …………………………………… 100 STONE TROLLS ……… …………………………………… 102 OLOG-HAI……………… …………………………………… 104 H ALF-TROLLS………… …………………………………… 106 TH E PROFESSIONS…… …………………………………… 108 PROFESSION ENTRIES …………………………………… 108 C HAN ELLING ALCHEMIST ……………………………… 108 BARBARIAN…………… …………………………………… 109 FIGHTER ……………… …………………………………… 110 LAYMAN ………………… …………………………………… 111 ROGUE………………… …………………………………… 113 TH IEF…………………… …………………………………… 114 MAG ICIAN……………… …………………………………… 115

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ESSEN CE ALC HEMIST……………………………………… ANIMIST……………………………………………………… CHANNELLING ALCHEMIST……………………………… RAN GER……………………………………………………… BARD ………………………………………………………… DRUGHÂN…………………………………………………… KEKHAVR A…………………………………………………… ASTROLOG ER ……………………………………………… SEER…………………………………………………………… LAY HEALER………………………………………………… SORCER ER…………………………………………………… VRACARA …………………………………………………… WEG ECH……………………………………………………… GEN ERATIN G STATS ……………………………………… TEMPORARY STATS………………………………………… POTENTIAL STATS ………………………………………… STAT BONUSES……………………………………………… ADOLESCEN T SKILL DEVELOPMEN T ………………… BACKGROUND OPTIONS ………………………………… CULTURAL/RAC IAL ABILITIES…………………………… SPECIAL TRAINING………………………………………… PHYSICAL ABILITIES ……………………………………… MYSTICAL ABILITIES ……………………………………… MENTAL ABILITIES………………………………………… SPECIAL ITEMS……………………………………………… SPECIAL AB ILITIES ………………………………………… SPECIAL STATUS …………………………………………… WEALTH……………………………………………………… PHYSICAL FLAWS…………………………………………… MENTAL FLAW S……………………………………………… SPECIAL FLAWS……………………………………………… APPRENTICESHIP D EVELOPMENT……………………… STANDARD DP COSTS……………………………………… VARIABLE DP COSTS ……………………………………… TRAIN IN G PAC KAGES……………………………………… EXTRA STAT GAIN ROLLS………………………………… TRAIN IN G PAC KAGES……………………………………… VOC ATIONAL TRAIN ING PAC KAGES…………………… LIFESTYLE TRAIN IN G PAC KAGES ……………………… TRAIN IN G PAC KAGE ENTRIES…………………………… ADVENTURER (L)…………………………………………… AMATEUR MAGE (L)………………………………………… ANIMAL H AND LER (V) …………………………………… ANIMAL FRIEN D (L)………………………………………… APOTHECARY (MERP) (V) ………………………………… ARCH ITECT (V)……………………………………………… ANAMARTAR (L) …………………………………………… ASTRON OMER (L)…………………………………………… BEASTMASTER (L)…………………………………………… BURGLAR (V)………………………………………………… CITY G UARD (V) …………………………………………… CLOISTERED ACADEMIC (L)……………………………… CON MAN (V)………………………………………………… CUT PURSE (V) ……………………………………………… CRAFTER (V)………………………………………………… DWARVEN BERSERKER (L)………………………………… ESTEH ILDI (L) ……………………………………………… EXPLORER (L) ……………………………………………… FARADRIM ARAN (V) ……………………………………… FARADRIM FOROD (L)……………………………………… FARMER (L)…………………………………………………… FORTUN E TELLER (V)……………………………………… HEALER (V)…………………………………………………… HEALER (ORC) (V)…………………………………………… HERMIT (L)…………………………………………………… HERBALIST (V) ……………………………………………… HUNTER (L) ………………………………………………… INNKEEPER (V)……………………………………………… KING’S CORPS (V)…………………………………………… LABOURER (V) ……………………………………………… LOREMASTER (V)…………………………………………… MAGIC CRAFTER (L)………………………………………… ROYAL NAVY (MARIN E) (V)………………………………… MERCEN ARY (L) ……………………………………………

116 117 118 119 120 121 122 123 124 125 126 127 128 130 130 130 130 131 132 132 134 134 134 135 136 137 137 138 138 139 140 144 144 144 144 144 148 148 148 148 148 151 151 151 152 152 152 153 153 153 154 154 155 155 155 156 156 156 157 157 158 158 159 159 159 160 160 160 161 161 162 162 162 162

MERC HAN T (V)……………………………………………… 163 MIDWIFE (V) ………………………………………………… 163 N OBLE (L) … ………………………………………………… 164 PERFORMER (V)……………………………………………… 164 SAILOR (V)… ………………………………………………… 164 SAG E (L) …… ………………………………………………… 165 SCOUT (V) … ………………………………………………… 165 SCR IB E (V) … ………………………………………………… 165 SELLI NIENNAVA (L)………………………………………… 166 SHAMAN PRIEST (MERP) (L) ……………………………… 166 SKUIFTLAIKAR (V) ………………………………………… 166 SPY (V)……… ………………………………………………… 167 SOLD IER (V) ………………………………………………… 167 SURGEON (V)………………………………………………… 167 TERRITORIAL CORPS (V)…………………………………… 168 TERRITORIAL CORPS (RESERVISTS) (V)………………… 168 TRACKER (V) ………………………………………………… 168 TRAVELLER (V)……………………………………………… 169 WAN DERER (L) ……………………………………………… 169 W EAPON MASTER (L) ……………………………………… 170 WOLFRIDER (L)……………………………………………… 170 ZEALOT (L)… ………………………………………………… 170 FINAL C HARACTER PREPARATION……………………… 173 YOUR CHARACTERS AGE ………………………………… 173 OUTFITTING ………………………………………………… 173 TOTALING TH E BON USES………………………………… 173 ENCUMBRAN CE……………………………………………… 173 MOVIN G MAN OEUVRE PEN ALTY………………………… 175 BASE MOVEMENT RATE…………………………………… 175 EQUIPMEN T ………………………………………………… 177 Money ………… ………………………………………………… 177 ENCHANTED HER BS ……………………………………… 186 H ERBS……… ………………………………………………… 186 IN TOXICANTS (MIN D ALTERANTS)……………………… 188 POISONS…… ………………………………………………… 188 Finding Herb s in the Wild……………………………………… 189 BEVARAG ES & VIC TUALS ………………………………… 189 MED ICINALS ………………………………………………… 189 D ISEASES…… ………………………………………………… 189 C ONCERNING NAMES……………………………………… 190 H OBBIT NAMES……………………………………………… 190 DWARVEN N AMES…………………………………………… 190 H IG H ELVEN NAMES ……………………………………… 190 SINDAR NAMES……………………………………………… 190 N ORTHMAN NAMES………………………………………… 190 ÉOTHÉOD, ROHIRRIM NAMES…………………………… 190 D UN LENDING NAMES …………………………………… 191 ORC NAMES ………………………………………………… 191 D UN EDAIN NAMES………………………………………… 191 RELIG ION … ………………………………………………… 192 MYT HS & RELIGION………………………………………… 192 TH E VALAR AND RELIGION ……………………………… 192 SKILLS IN MIDDLE-EARTH………………………………… 195 SKILLS……… ………………………………………………… 195 C ONCERNING MAGIC……………………………………… 203 RISK FACTORS ……………………………………………… 203 C ORRUPTION………………………………………………… 203 ESSENCE…… ………………………………………………… 203 C HAN NELING ……………………………………………… 205 MEN TALISM ………………………………………………… 205 ECON OMICS ………………………………………………… 207 SPELL LISTS… ………………………………………………… 208 TATTOO CR AFTS …………………………………………… 208 DWARVEN IN ORGANIC SKILLS…………………………… 209 DWARVEN ARMOUR………………………………………… 210 ELVEN IN ORGANIC SKILLS ……………………………… 211 IN ORGANIC SKILLS (MERP) ……………………………… 212 Beorning Ways ………………………………………………… 213 MISCELLAN EOUS CH ARTS AND TABLES ……………… 214 Skill Category Record Sheet …………………………………… 216 Skill Record Sheet……………………………………………… 217

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CHARACTER GENERATION INTRODUCTION This document was cr eated to aid and hopefully make ea sier chara cter c reation in my MERP™ cam paign. By bringing together rules from the basic rule book, optional rules from various companion books, house rule s and informa tion from ICE’s™ campaign modules together in one place for easy reference by all. C har acte r Creation is primarily geared to c ampaigns set in the mid Third Age (1007 - 2014); specifically c ampaigns set in the year 1640 T.A., the tim e of I.C.E.`s™ Middle -earth campaign modules a nd adventures. Any diff erances and c ha nges will be noted in the text. S om e standard P rofessions, tr aining packages and spell lists fr om the RM SS have been modified; som e more than others. Where this has happened, it will ha ve MER P™ in brac ke ts a fter the standard name. e.g., Sha man Priest (MERP™). This ha s no bear ing on the gam e, it is just a r efe re nce to make it obvious whe n something has been tinkered with. N.B . the costs of all training packages have been adjusted and are not the same, as those given in the rule books. To make full use of the inform ation contained within, you need acc ess to : R ole master Standar d Rules™, Spell Law™, Arm s Law™, C astles a nd R uins™, Tre asur e Com panion™, Mar tial Ar ts C ompanion™, The Armory™, Esse nce Companion™, M entalism Companion™, any of the Middle- earth modules by ICE™.

sing.………… Ta. ………… Teng. ……… W. …………

singular form of a wor d Tazinain Tengwar Westron

1.A.………… F.A.………… S.A.………… T.A.…………

First Age Forth Age Second Age Thir d Age

TEMPORAL TERMS

CALCULATION CONVENTIONS When making calc ulations and using formulae the results often do not come out evenly. You should ma intain f ractions until you come up with a final result that will be used in play. B ut whe ne ve r a f ina l result has a f ractional re mainder, it is always rounded off the ne arest whole number. (i.e., fra ctions above or equa l to 0.5 are rounde d up; fr actions below 0.5 ar e r ounded down.)

ABBREVIATIONS LANGUAGES Ad.………… Ap.………… At.………… Be .………… Bl. ………… BS .………… Cir.………… Dn.………… Du.………… E.…………… H…………… Har.………… K. ………… Kh.………… Or.………… pl. ………… Q. ………… R. ………… Rh.………… S.……………

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Adúnaic Apysaic Atliduk Bethteur (Silvan Elvish) Blarm Black Spe ech Cirth or Cer tar Daenae l ( Old Dunae l) Dunael Eldarin ( Old Elvish) Hobbitish (Westron varient) Harada ic Kuduk (ancient Hobbitish) Khuzdul Orkish plural form of a word Quenya Rohirric Rhovaik Sindarin

A view of Lake-town

WHAT TYPE OF CHARACTER TO PLAY? B efore beginning to design a char acter, you should make a general decision as to what type of cha racter you want to play. This decision should concern your char acter ’s profe ssion, race, physical and mental attributes.

CHARACTER DESIGN SUMMARY To de sign your cha rac te r, you should per form e ach of the following steps. Kee p in mind that these steps are inter related and ma y a ff ect each other. 1) Decide in ge neral wha t type of chara cter to play. 2) Chose a culture and race for your character. 3) Chose a profession for your char acter. 4) Determ ine your characters realm of power. 5) Determ ine your additiona l spell lists. 6) Genera te tempor ary stats for your chara cter. 7) Genera te potential stats for your character. 8) Determ ine your characters background options. 9) Develop your chara cters adolescence skills. 10) Develop your character ’s a pprentice ship skills and training packages. 11) Determ ine your characters background. 12) Determ ine your characters role traits. 13) Outfit your charac ter. 14) Total your character’s pe nalties and bonuses.

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THE INITIAL CHOICES To be gin designing your character you must m ake four c hoices that define your character : race /c ultur e, profession and r ealm of power.

DETERMINING RACE/CULTURE There are a va riety of culture /r aces that you may choose f or your chara cter. A two page description appear s on the following pages. K hazâ d (H ou s e Durin ) K hazâ d (H ou s e Dwálin, Thrár) K hazâ d (H ou s e Báv or) K hazâ d (H ou s e Thelór) K hazâ d (H ou s e Drúin ) K hazâ d (H ou s e Barin ) Petty-dwarv es Umli Avari Los sidil Nandor Noldor Sindar

of of of of of of

Half-elves Hobb its Half-orcs Berninga Beffraen Black Nú menórean Corsairs Dorwinrim Drughu D úne d a i n ( of Gond or) Dúnedain (o f the Lost Realm) Dunlend ings Easterlings Eriadorians Gimútéothraim Gond orians

Gramuz Haradrim Haruze Hillmen Loss oth Northmen (Urban) Saralainn Clansmen Variags Woodmen Co mmon Orcs Uruk-hai Cave Trolls Forrest Trolls Hill Trolls Snow Trolls Stone Trolls Olog-hai Half-tro lls

Culture/Races for T hird Age 1640 Campaigns: Note: F or ca mpaigns in other er as c onsult the Ra ce/Culture availability table for a n idea of which culture s c an be used. Once the r ace ( and culture) has been chosen, you should record it on your c ha racter rec or d sheet. You should also record any stat bonuses, r esistance r oll bonuse s a nd spec ial abilities due to rac e/culture.

PHYSICAL APPEARANCE Your culture/race will deter mine certain facets of your physical appearance. The individual culture/race descriptions give standard physical appearance guidelines for eac h r ace and culture.

LANGUAGES The la nguage s tha t your chara cter knows ar e given in the c ulture /r ace descriptions. You rec or d the skill r anks for the se language s during the adolescence skill development proc ess.

DETERMINING PROFESSION At this point you must chose a pr ofession and re cord it on your Non spell users: Ba rbarian Fighter Rogue Thief Layman Hybrid spell u sers: Astrologer (Chan & Ment) Sorcerer (Ess & C han) Vra cara (Ment & C han) Kekhavra (M ent & Chan) Wegech (Chan & Ess)

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Pure spell user: Essence Alchemist (Essence ) Ma gician (Essence) Animist (Channelling) Chan. Alchemist (Channelling) Lay Healer (Mentalism) Se er (Menta lism) Se mi spell users: Ba rd (Mentalism) Ra nger (Channelling) Drughân (Chanelling)

Charac te r record Sheet. Som e profe ssions are r estr ic te d by culture/race; as noted with the culture/race descriptions. Ther e is a one pa ge, detaile d description of eac h prof ession on the following pages.

THE PROFESSIONS Eac h c hara cter must have a pr of ession. Your cha rac ter ’s pr of ession reflects the fact that his e arly tr aining ha s molded his thought patterns, ther eby affe cting his ability to develop ce rtain skills a nd capabilities. A profession does not prohibit the development of skills, it merely makes some skills har der and others e asier to deve lop. Any charac ter can develop any skill in R olemaster. Note: Your re alm determines determine s y our re alm stat: Em for Essence, I n for Channelling, and Pr for Mentalism. Hy brid use rs use the average of their two realm stats as their realm stats.

PRIME STATS Each pr of ession has zer o, two, or thre e stats which a re that profession’s “prime stats”. When you gene rate your temporary sta ts, 90s must be assigned to these stats. PLAYER OPTION: you ca n c hoose to assign stats as you wish.

PROFESSION BONUSES Each profession has a number of profession bonuses that a pply to certain skills and skill categories.

DETERMINING REALM OF POWER You should c hoose a rea lm of powe r at this point. This is automa tic for pure, hybrid and semi spell use rs. Non spell users however must choose a realm of power: Essence, Channelling, or Mentalism.

DETERMINING ADDITIONAL BASE LISTS In addition to his nor mal six ba se spell lists, each pure spell user must choose f our additional ba se spell lists. These lists m ust be chosen fr om the evil, open or closed lists for that spell user s realm of powe r.

SPELL LIST AVAILABILITY Only the B ase Spell Lists of the allowed professions, open and closed spell lists f rom Spe ll La w ar e ava ilable . The evil spe ll lists from S pe ll Law ar e available for those who wish to walk on the dark side. The Arcane re alm is not used in Middle- earth; ther efore none of the Arc ane spell lists can be taken. Spell lists can only be learnt to a maximum of 10th level (this is the height of magic al knowlege in the m id-Third Age) ; unless a Talent or F law spec if ie s differ ent. See the C ha pter Conc erning Magic to find a more detailed discussion.

RACE/CULTURE AVAILABILITY TABLE Khazâd Pe tty-dwarves Umli Avari Fuinar

Lossidil Nandor Noldor

2nd Age Yes Yes ??? Yes

3rd Age Yes Yes Yes Yes

4th Age Yes No Yes Yes

Yes

Yes

Yes

Yes

Brerion

No

Yes

No

No

Yes Yes Yes

No Yes Yes

Corsairs

No

No

abt. 1447

Ye s

Daan Mor

late-Age

No

No

No

No

No Ye s No No No

aft. 1700 Ye s aft. 3319 No Ye s

Ye s Ye s Ye s Ye s Ye s

Ye s Ye s Ye s Ye s Ye s

no Yes Yes

Yes Yes Yes

Quendi

Yes

No

No

Sindar

Yes

Yes

Yes

Teleri

Yes

Va nyar

Yes

Half-Elves Hobbits Common Orc s Uruk-Hai Half-Orc s Ca ve Trolls Forrest Trolls Hill Trolls Snow Trolls Stone Trolls Olog-Hai Half-Trolls

RACE/CULTURE AVAILABILITY TABLE

1st Age Yes Yes ??? Yes

end-Age No Yes No No Yes Yes Yes Yes Yes No No

Yes ——–——-—-don ’t leave Aman——— —— ————-——don’t leave Aman——–—-— Yes Yes Yes aft. mid-Age Yes Yes Yes Yes Yes No Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes No aft. 1200 Yes

Race/Cu ltures in italics are not describ ed in this book.

1st Age

2nd Age

3rd Age

No

No

Yes

Yes

No Ye s abt. 3319

Ye s Ye s Ye s

Ye s No Ye s

Bargemen

Berninga No Beffraen mid- Age Blac k Númenórean No

Dorwinrim Drughu Dúne dain Dunlendings Easterlings Edain

4th Age

mid-Age

No

No

No

No

No

1857-2510

No

Éothéod Ened rim

No

Yes

No

No

Eriadorians

No

aft. 3319

Ye s

Ye s

Eriedain Estara vi

No No

bef. 26 00 Yes

No Yes

No Yes

Freeeholde rs of the Pinnath Ceren Gimútéothraim Gondorians Gram uz Hara drim Haruze Hillmen Lossoth

No No No No No No No No

No No aft. 3319 No Ye s Ye s af t. 300 af t. 600

Ye s bef. 1858 Ye s Ye s Ye s Ye s bef. 1700 Ye s

Ye s No Ye s Ye s Ye s Ye s No Ye s

Mb ion Bron

late-Age

bef. 3 00

No

No

Northmen (Urban)

No

No

Ye s

Ye s

Númenórean Rivermen

No No

Yes No

No Yes

No Yes

Rohirrim Saralainn Cla nsmen Variags Woodme n

No No No No

No No No No

aft. 2510 abt. 1500 Ye s Ye s

Ye s Ye s Ye s Ye s

Race/Cultures in italics are not des cribed in this boo k.

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CULTURES AND RACES The inf orm ation is intended to serve as a guideline for e quipping a nd deve loping both pla yer char ac te rs and power ful or other wise significant non- player characters. The outfitting options a nd the ba ckground options have be en generated to e nhance the process by which living peoples are translated into a game system. An individua l cha rac te r may str ay fr om the norms of his c ultur e/race. A GM ma y dec ide to allow a charac te r to posse ss a we apon typica lly not f avour ed by his culture/r ace , to le arn a language usually of little gene ral interest, e tc. How muc h de viation f rom the norms is to be a llowed is up to the GM . And when a c ha rac te r doe s not f ollow the norms, the GM needs to include plausible reasons for the diffe rences in the c ha racter ’s personal history and ba ckground. P layer s de veloping their chara cte rs should follow the norm al procedure for outf itting and utilizing background options described in Section 14. Where dice rolling is required (talents, special items, e xtra m oney), the inf or mation below should be inserted into or paired with Table T1.5. R emember that adventuring char acters will come into conta ct with peoples and cultures unknown to them in their f ormative years. A Hillman warrior might speak only the Dunael and the Westron upon leaving his native lands and carr y only his f ishing spear. Six m onths late r (possibly second or third level) , he may ha ve picked up a smattering of Quenya and be wielding a long kynac! Sometim es a skill is listed that is not a standard skill. When this occurs, the skill ca tegory will be given in br ackets after the skill name.

DWARVES (Naugrim) The Dwarves are descenda nts of the Seven Fa thers, the original lords c rafted from stone by the Vala Aulë. He is the S mith of the Valar, the giver of mountains and maste r of cr afts, and the Dwarves c all him Mahal (Kh. “M aker”) . The ir se ve n line ages or houses settle d in se pa rate a reas, but a lways in or by the m ountains. All Dwarves consider mountains sacred. They wer e c rea te d first, but Eru force d his se rvant Aulë to delay their awakening until after the coming of the Elves. Following their birth at seperate loc ations be neath the Iron M ountains dur ing the F irst Age. they began to explore ther e new land, finding things of bea uty. Dur ing the se wander ings some of the tribe s choose to settle in wondorous homes be nea th the heights of middle- earth; whilst other s tra ve lled on in se arc h of greate r gifts. The se ven Dwarven kings quarreled over te rritory and the paths the y should take in quest of fa irer places to reside . Thus, the kindreds went there own ways. Although these S eve n Tribes have since spre ad acr oss M iddleea rth, they have remained and have spawned a unive rsal reputation for r uggedness, practicality, and unwavering loyalty. Most groups fa vour the rocky highlands and deep c ave rns of the mountains, for the Dwarves, perhaps more than any ra ce, remem be r the ir or igin and heritage. They are superior craftsm en and they love to mine the e arth f or pre cious ge ms and m etals to forge into we apons of str ength and artifac ts of beauty and power.

MEN (Hildor) Me n were the sec ondborn and first arose in the F ar East dur ing the First Age. There, in a land called Hildórien, they awoke to find a wild continent and it was sometime before they first e ncounter ed the Firstborn, or Elves. It was Elve s who gave them the name Hildor (El. “ Follower s”) , although they are now more c om monly called by the Quenya Atani or Sindarin Edain (“Se cond People”). Men diff er fr om the Elves in many ways, the le ast subtle of which is the ir “Gift of Death” . Men are mortal and live their br ief

8

lives with a fire a nd passion unlike a ny other race. They ar e also var ied and often f lawed and vulnerable . Unlike the F irstborn, they are quite susceptible to disease a nd tempera ture extre mes. At the same time, however, they rarely wea ry of life. The re are two gre ater groupings of M en: the High Men, who are commonly ca lled Edain; a nd the Comm on M en, who did not ally themselve s with the Elves in the wars against Morgoth. Some spe ak of the Nor thm en as a thir d gr oup, middle men who a re racially close to the Eda in, but did not benefit fr om any c ontact or allia nce with the Elves. Blessed by their faith in Eru a nd his Vala se rvants, the Adan line is special. High men a re exce ptionally large ave raging 6’3" to 6’7" and weighing 200 to 275 pounds. Their great bone s a nd musculature gives them a gra nd appeara nce; only Noldor Elves rival their strength. They are not as nimble or resilient as the Elves, however. The hair of Dúnedain is da rk brown or coa l-black - their eyes blue, gre y, or black - and they tend toward fair skin. Those of pure blood live as long as 250-300 years. Common Men are more num erous a nd less blessed. Stocky and relatively shor t (5’ to 6’4") , they have pr oduced a wide variety of types. The ir hair and skin colours vary fr om the deepe st brown and bla cks to the lightest shades of blond a nd cre am . Unlike the Dúnedain, many wea r bea rds and m oustaches. Fr om their r anks come the vast majority of Middle-earth’s mannish lines.

ELVES (Quendi) Elves we re the f irst to awaken a nd venture onto Middle-earth. The y a re a gr ace ful a nd noble r ace of imm ortal be ings who rese mble m en, but shine with an inner glow which betrays the spirit of unique thoughts and gif ts. No r ace ha s been blesse d with mor e, or cursed so much by the hand of fate. Though basica lly simila r to mortal m en in most wa ys, Elves ha ve se ve ral important, if subtle, dif ferences. As a r ace, the y are ta ller than Humans but they a re uniformly slender and ha ve less body hair. Elve n men ha ve no f acial ha ir, f ine fea ture s and unmar re d shin com bine with spar kling e yes to give the Elf an enchanted a ura. A stra nge deftness and ease of move ment give them a graceful quality and it is not surprising that they are ver y a gile and so light afoot; the y leave few tr aces of their passing and can walk on the surface of freshly fallen snow. The Elves rever e the Va lar and many know their nature well. Still, they have no formal religion; instea d they show their respect through poetr y a nd song and gather to celebrate lif e and the gifts from on high. This respect for the way of things is largely tied to their a cceptance of their close ties to the Fa te set down in the Song of Cr eation, although much of it also stems from an understanding and joy regarding the cr eations of nature which have bee n handed down and overseen by the Valar. Above a ll but Eru they worship var da, Queen of the Valar a nd the f aire st of all creations. S he is the br inger of light and they call her “Lady of the Stars” (Elentár i or Elbe reth) Ther e a re two m ajor groupings of Elves in Middle-ear th. Their split in the early F irst Age for ms the ba sis for the deve lopment of two sepa rate Elven cultures. The most exalted group is the Eldar, the thr ee kindr ed’s ( Nolder, Va nyar, and Teler i) which made the Gr eat Journey ac ross M iddle-e arth during the F irst Age. Most settled for a time in Ama n (the Undying Lands), or along the shore of now sunken Beleriand. Only the Noldor and Sindar ( a group of Teleri) rem ained in middle-earth following the Wa r of Wrath that ended the First Age. All other folk are called Avari or Silvan Elves. They are c ommonly called Wood-elves. Fr om these c ulture s ca me the three groups which form the Elven races of Middle-ear th: (1) the Noldor, (2) the Sindar, and (3) the Silvan Elves.

Trolls hate all other creatur es, a le gacy of Morgoths dark touch. By na ture they pr efer to rema in solitary or in small gr oups. Even the ir br ethren ar e consider ed potential enem ie s. As cre ations Morgoth, all Trolls are vulnerabable to Saur on’s influence.

ORCS (Yrch) Originally bred by M orgoth in the First Age, the se cre atur es quickly bec ame servants of Darkness; it is likely that they were not inherently evil, but were culturally a nd mentally predisposed toward the “foul life”. Lege nd has it tha t their ancestors were Elve s who we re twiste d in mind and body by the Blac k Ene my. Bre d a s labourers and warriors, Orcs respec t little but brute force. They live in tr ibal units with a strong leader, ea ch tribe has its own dialect. Goblin is a term used by some Westron speakers when they disc uss Orcs.

TROLLS (Tereg) Trolls are huge, f oul c reatures. Like Giants and Ents, Tr olls comprise one of the so called “Giant Rac es”. Their exac t or igin is c louded, but they belived to ha ve been c ontrived by Morgoth during the Elder Days by r emaking captured Ents and imbuing them with the natur e of the fiery stone from the Underdee ps.

MERP™ RACE ABILITIES TABLE T-1.1 Race

––Racial Stat Bonu s Modifications— St Qu Pr In Em Co Ag Sd Me Re

Hobb it Petty-dwarf Khazad Umit Daen Dúnadan Drûg Common Man North man Half-elf Avar Nando Noldo Sinda Teler Vanya Half-orc Gus mûras Orc Uruk Half-troll Torog Olog

-8 0 +2 +2 +2 +4 0 +2 +2 +2 0 0 0 0 0 0 +2 +2 +2 +4 +4 +6 +8

+4 -2 -2 0 0 0 0 0 0 +4 +2 +3 +6 +4 +4 +6 0 +2 +2 0 -2 -4 0

Sk ill Rank Bonus Progression: Body Race Dev.

-6 -6 -4 -2 0 +3 -2 0 +2 +2 +2 +2 +6 +4 +6 +8 -2 -4 -4 -4 -2 -4 -2

0 0 0 -2 +2 0 +4 0 0 0 +2 +2 +2 +2 +2 +2 0 -2 -4 -2 -2 -4 -4

-2 -4 -4 -2 0 0 0 0 0 0 +2 +2 +2 +2 +2 +2 -2 -6 -6 -6 -2 -4 -4

+6 +3 +6 +4 +2 +4 +2 0 +2 +2 0 +2 +4 +2 +2 +6 +2 +6 +6 +8 +4 +6 +6

Channelling P.P. Dev.

+6 -2 -2 0 0 0 0 0 0 +2 +4 +4 +4 +4 +4 +4 0 0 -2 0 -2 -4 0

-4 0 +2 +2 0 0 +4 +2 +2 -3 -5 -5 -5 -5 -5 -5 +5 -4 -8 -2 -2 -4 0

0 0 0 0 0 0 0 0 0 0 +2 +2 +2 +2 +2 +2 0 -2 -4 0 -2 -4 -2

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -2 -4 0 -2 -4 -2

Essence P.P. Dev.

Soul Dep

Race Type

Rec x

18 16 21 16 12 10 12 12 11 6 3 2 1 2 1 1 6 1 1 1 1 1 1

1 1 1 1 2 2 2 2 2 3 3 4 5 4 5 5 2 2 2 2 2 2 2

0.5 0.75 0.5 0.75 1.0 0.75 1.0 1.0 0.9 1.5 1.5 2.0 3.0 2.0 3.0 3.0 0.5 0.5 0.5 0.5 0.5 0.5 0.5

——-RR Modifications——Ess Chn Mnt Psn Dss +50 +30 +40 +20 0 0 +20 0 0 -5 -5 -5 -5 -5 -5 -5 0 0 0 0 0 0 0

+20 0 0 0 0 0 0 0 0 -5 -5 -5 -5 -5 -5 -5 0 0 0 0 0 0 0

+40 +30 +40 +20 0 0 0 0 0 -5 -5 -5 -5 -5 -5 -5 0 0 0 0 0 0 0

+30 +15 +20 +5 0 +5 0 0 0 +5 +10 +10 +10 +10 +10 +10 +10 +20 +20 +20 +15 +30 +20

+15 +15 +15 +5 0 +15 0 0 0 +50 +100 +100 +100 +100 +100 +100 0 +5 +5 +5 +5 +10 +10

Ment alism P.P. Dev.

Hobb it 0•6•2•2•1 0•6•5•4•3 0•2•1•1•1 0•2•1•1•1 Petty-dwarf 0•6•5•2•1 0•5•3•2•2 0•3•2•1•1 0•3•2•1•1 Khazad 0•7•4•2•1 0•6•5•4•3 0•3•2•1•1 0•3•2•1•1 Umit 0•6•5•2•1 0•6•5•4•3 0•5•3•2•2 0•6•4•3•2 Daen 0•6•4•2•1 0•6•5•4•3 0•5•3•2•2 0•6•5•4•3 Dúnadan 0•7•5•3•1 0•6•5•4•3 0•6•5•4•3 0•7•6•5•4 Drûg 0•6•5•2•1 0•7•6•5•4 0•4•3•2•1 0•4•3•2•1 Common Man 0•6•4•2•1 0•6•5•4•3 0•6•5•4•3 0•7•6•5•4 North man 0•6•5•2•1 0•6•5•4•3 0•6•5•4•3 0•7•6•5•4 Half-elf 0•7•3•2•1 0•6•5•4•3 0•6•5•4•3 0•7•5•4•3 Avar 0•7•3•2•1 0•6•5•4•3 0•7•6•5•4 0•6•5•4•3 Nando 0•7•3•2•1 0•6•5•4•3 0•7•6•5•4 0•6•5•4•3 Noldo 0•7•3•2•1 0•6•5•4•3 0•7•6•5•4 0•6•5•4•3 Sinda 0•7•3•2•1 0•6•5•4•3 0•7•6•5•4 0•6•5•4•3 Teler 0•7•3•2•1 0•6•5•4•3 0•7•6•5•4 0•6•5•4•3 Vanya 0•7•3•2•1 0•6•5•4•3 0•7•6•5•4 0•6•5•4•3 Half-orc 0•6•4•2•1 0•6•5•4•3 0•6•4•3•2 0•6•4•3•2 Orc 0•6•4•2•1 0•6•5•4•3 0•4•3•2•1 0•4•3•2•1 Gus mûras 0•7•4•2•1 0•6•5•4•3 0•5•3•2•2 0•5•3•2•2 Uruk 0•7•5•3•1 0•6•5•4•3 0•5•3•2•2 0•5•3•2•2 Half-troll 0•9•7•4•1 0•6•5•4•3 0•4•3•2•1 0•4•3•2•1 Torog 0•11•10•9•1 0•6•5•4•3 0•2•1•1•1 0•2•1•1•1 Olog 0•15•13•7•1 0•6•5•4•3 0•3•2•1•1 0•3•2•1•1 NOTE: Hyb rid PP progress ion’s are calculated b y taking the les ser of the h ybrid spell users two realms progression .

9

CULTURE/RACE OF NORTHWESTERN ENDOR

KHAZÂD (House of Durin) (sing. Khazad) Durin, father of the Longbear ds awoke be ne ath the I ron Mounta ins. Wa nde ring south, Dur in and his folk founded Khaza ddûm (Moria). Disaster struck in T.A. 1980; a nd in T.A. 1981 the longbea rds star t 18 yea rs of wonde ring until the founding of Erebor; followe d by their expansion into the Ere d Mithr in (S. “Gre y Mountains” ). The delvings in the Grey Mounta ins awaken the dragons, and they ar e driven back to Erebor. Some tra vel on and found homes in the Iron Hills. I n T.A. 2770 Erebor is la id waste and those don’t goto the Iron hills spe nd 171 years wa ndering; until Er ebor is reclaimed.

PHYSICAL CHARACTER Bu ild: Short, stocky, strong, with exceptionally strong limbs. Males average 150 pounds; females, 135 pounds. Colourin g: Black, red, or dark brown hair. Fair complexion. E ndurance: Tremendous. They can carry great burdens over long distance s with little re st. + 21 to exhaustion points. He ight: Males average 4’9”; fem ales 4’5” . Lifespan : 200-400 years. Race Abilities: Khazad. Resistance: Resistance aga inst flame and ice: +30 DB and RR bonuses versus heat and cold attacks. Sp ecial Abilities: Khazâd see we ll in extreme darkness. In the dimm est light, they c an see 50' perfec tly, and fairly well up to 100'. They can see 10' in total da rkness (non- magic al). They rece ive a special bonus 0f +25 to caving.

CULTURE Clot hing & Decoration: Bear ds, som etime s braide d. Long ha ir. Heavy gar b with colourful hooded cloa ks. Cr enulated trimwor k is popular. Fears & In ab ilities: Open wate r a nd the Va la r Ulmo (Lord of Wa ters). The y do not nor mally swim (-50 to Swimming manoeuvres). L if estyle : Khazâ d ar e superb miners a nd cra ftsm en, and unsurpassed Stonewor ker s. They live in tightly-knit groups and favour underground cities which are usually c ut into rugged hills or mountains. Marriage Pat tern: M onogamous. Only a third of the rac e is fema le. The line is tr aced through the male. Religion: Khaz âd believe that e ach linea ge has a com mon spirit which per meates the m a ll a nd ties them toge ther. They re vere their ance stors above all other things but Aulë the ir m ake r, and belie ve that in each Dwarven King exists a pa rt of his predecessors. Those of “ Dur in` s Folk” , the Khaz âd of Moria and the highlands of Wilderland, belie ve the ir Kings to all be one Dwa rf - Durin the Deathless.

OTHER FACTORS Demeanou r: Sober, quiet, possessive, suspicious, pugnacious, introspec tive, a nd often ve ry gre edy. Tenacious warriors, they fight without quarter a nd never re tre at. Each Kha zad tr eats his kind as brothers and non-Kha zâd as lesser beings who, one way or another, ar e a constant threat. Their blood is thic k and their bonds are deep. They enter into agreements with extreme care but, once made , honour them to the letter. The old a dage is true: “no friend e ver did a Dwarf a favour, no enemy a wrong, without being repaid in full”. L anguage: Starting Langua ges: Am ong themselves, Kha zâd spe ak Khuzdul (S8/W6), a guarded tongue known by virtually no one but themselves. When in public or a bout in the wild, Khazâ d spe ak

10

Westron (S 8/W6), S ilvan (S5/W5), Sindarin (S4/W4) . Allowed Adolescence Develop ment: Khuz dul ( S10/W10), Westron ( S10/W10), Atliduk (Rank S6/W6), Dunael(S2/W2), Loga thig (Rank S6/W6), and Nahaiduk (Ra nk S6/W6). Prejud ices: Orcs, Wargs and Dragons are swor n enemies. Above all other r aces, they despise these the m ost, a lthough the y a re extr emely suspic ious of mages and Elve s. They have suffere d too muc h as a re sult of m agic. No dwarf will ever forget the sly words of Saur on, one whose conjuring enslaved many of their gr eat lords. Professions: There are no Khazad Barbarian or spell users exc ept for the C ha nne lling Alche mist. Ta ught and blessed by the Vala smith Aulë, Khaz âd pra ctise a pla in, pr actic al Ear th- ma gic . Dwarves know of spell and enchantments, but the y gene rally scoff at the wa ys of Elve s or other c onjur ers, pre ferring instead to use such power in the ma king of permanent physica l items. Tra ditional mages and bar ds ar e unhear d of; instead they pr oduce alchemists and engineers. Tr ainin g Pack age s: All ava ila ble e xce pt, Ama teur M age , Astr onom er, Apothec ar y, Burglar, Be astma sste r, Cut Purse , Midwife, S ailor, Shaman P riest, Surgeon, Spy, Ze alot and the training pac kages specific to other race/c ultures. Spec ial Skills: Everyma n: Caving, Lea ther -cra fts, Metal-cr afts, Mining, Smithing, Stone -crafts, Survival (under-ground) ; Res tricted: Swimming. Standard Hobb y Skills: Appraisal, any Armour skills, Attuneme nt, Body De ve lopment, Caving, Climbing, Contortions, Disar ming Tr aps, First Aid, F or aging (M ountain/Foothills) , He rb Lore , Le ather-c raf ts, Me ta l-cra fts, P icking Locks, Public Speaking, Region Lor e ( any ca ve rnous region) , Smithing, Tac tic s, Trapbuilding, any Wea pon skills.

OUTFITTING OPTIONS Weapons: Dagger, hand axe, short sword, club, war ham mer, ma ce, crossbow, battle-a xe, spear, throwing axe, heavy c rossbow, light crossbow, war mattoc k, pole arm. Armour: Any. Dwarves favour c hain m ail. Lamellar and scale are also available. Target shields and wall shields are popular. Clothing: Outer gar b: detachable hood with flaps sewn into it, permitting the face to be covered; heavy cloak faste ned with a decorate d brooc h; tall boots of heavy leather; these garments ar e bright solid colours - sca rlet, forest gree n, indigo blue, golden yellow, royal purple. Inner gar b: a lea ther jerkin or woole n tunic of a deep hue (mar oon, pine gre en, navy blue, br ownish black); a wool or linen shirt (usua lly a deep hue , som etim es white); close f itting trouse rs of deep-hued lea ther or wool; shoes or inner boots of soft leather.

BACKGROUND OPTIONS Khazâd get 40 Talent P oints (4 Background Points). Ext ra Languages: In addition to the tongues listed above, a dwarf in exce ptional circumstances might lear n: Adûnaic (S4/W4), Labba (S4/W4) and Umitic (S5/W5). Ment al Abilities: All available except; Telekinesis, Telepathy. Mystical Abilitie s: Only Da nger Sense, Destiny Se nse, Ma gical Resista nc e, Resistance, Unde tectable a nd Unnatural Aging a re available. Physical Abilities: All available. Special Abilities: All available except; S pec ial Fa miliar, S ucc our and Summons. Special Items: No spell adders or m ultipliers. Spell items ma y only contain Channelling spells. Any weapons will be of superior workmanship and forged of steel. Special Stat us: All available. Spe cial Training: All ava ila ble e xcept; Acr oba t and Natural Horseman. Ment al Flaws: All available except; F ear of Armour.

CULTURE/RACE OF NORTHWESTERN ENDOR

Physical Flaws: All available except; Visible Aura. Sp ecial Flaws: All available except; Dark Tempa tion Wealt h: Gold piece s or a gem (aquamarine, topaz, garnet, per idot, spinel, emerald, amethyst, ruby, sapphire, diam ond) of comparable value. Beardless: You were born without that most important of Dwarven physical traits - facial hair. Yo u mu st learn to d eal with the

pity shown to y ou by your fellows (the too-loud voices, exagg erated enu nciation , p ain stak in gly slo w sp eech, an d other well-intentioned efforts to make it easier for you to u nderstand them...) [-7 points]. Tr ap Sense: You have the ability to sense the p resence of mechanical traps 50% of the time (GM should roll) [15 points]. Dwar f Sens e: You h av e a su perior orientin g ab ility und erground. You always seem to know th e direction o f true north (a sp ecial bon us of +50 to the Direction Sense s kill) an d the approx imate elevation of his location [3 po ints]. Judg e of Angles: You can judge an gles and chang es in the slan t of relatively uniform, solid surfaces. You can tell the angle of an incline almost immediately. You receive a special bonus of +25 when attempting to perceive traps o r secret doors that are set in walls, floors, or ceilings [5 p oin ts]. Os sessive Greed : Your natu ral joy in the app reciation of gems, jewels an d other artifice h as turned ugly. Your avarice has beco me a co mpu lsion that dominates action and thought. You strive to po ssess whatever you perceive as beautifu l, sparing nothing an d paying n o heed to the consequences [-10 points]. Uns wervin g: Your fo rthrig ht attack withh olds nothing . You do do uble normal concussion damag e. Ho wever, you r bo ldness may be a drawback, for it do es not occur to y ou to ever figh t d efen sively. You cann ot parry with more th an 10% of y our OB. Th ese mighty smitings take a to ll on weaponry too. All weapons have their breakage numbers increased by o ne and checks for strength are modified by -10 [20 points]. Gift of Mahal: Yo u have been blessed by Mah al with extrao rdinary healing gifts. +77 to all healing related ro lls [50 points]. Enchanted Food: You have a lo af of Cram [3 points].

ADOLESCENCENT SKILL DEVELOPMENT Dwarf characters gain the follo wing skills during th eir adolescent development. Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 1 Armour • Medium skill categ ory ………………… 3 Chain s kill…………………………………… 3 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 1 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 4 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 3 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 1 Lang uage skills † …………………………… 8 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 2 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill category…………… 1 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Stalking skill………………………………… 0 Hiding skill …………………………………… 0 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 4 1 Weapon Based on Culture/Race ‡………… 4 Weapo n • 1 H Edged skill category ……………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 146)…………………………… 40 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” . ‡ - See the specific culture/race en try.

Stat Bonu ses:

Ag: -2 Co: +6 Me: 0 Re: 0 SD: +2 Em: -1 In: 0 Pr: -1 Qu: -2 St: +2 RR Mods:

Ess: +40 Chan: 0 Ment: +40 Poison: +20 Disease: +15 Body Dev. Progression:

0•7•4•2•1 Channelling PP Dev. Progression:

0•6•5•4•3 Essence PP Dev. Progresseion:

0•6•5•4•3 Ment alism PP Dev. Progression:

0•3•2•1•1 Soul Departure:

21 Race Type:

1 Recovery Multiplier:

0.5

11

CULTURE/RACE OF NORTHWESTERN ENDOR

KHAZÂD (Houses of Dwálin, Thrár) (sing. Khazad) Hous e of Dwálin : Dwálin,

father of the Firebeards awoke beneath the Iron Mountains. Traveling into the northwest, they crossed the Misty mountains and Eriador. Eventually settling in the Ered Luin (S. “Blue Mountains”). Here he founded the city of Belegost (S. “Mighty Fortress”, Kh. Gabilgathol). This city was destroyed at the end of the First Age; in the war of wrath when the Ered Luin was split apart by the Gulf Lhûn and Beleriand sank beneath the sea. Refuges from the destruction, settled in the Nan-i-Naugrim (S. “Valley of the Dwarves”). Others settled in Khazád-dûm, before eventually returning to the Blue Mountains. Hou se of Thrár : Thrár, father of the Broadbeams awoke beneath the Iron mountains. Traveling into the northwest, they crossed the Misty mountains and Eriador. Eventually settling in the Ered Luin (S. “Blue Mountains”). Here he founded the city of Nogrod (S. “Dwarfmine”, Kh. Tumunzahar). This city was destroyed in the war of wrath when the Ered Luin was split apart by the Gulf Lhûn and Beleriand sank beneath the sea. Refuges from the destruction, settled in the Nan-i-Naugrim. Others settled in Khazád-dûm, before eventually returning to the Blue Mountains.

PHYSICAL CHARACTER Bu ild: Short, stocky, strong, with exceptionally strong limbs. Males

average 150 pounds; females, 135 pounds. Colourin g: Black, red, or dark brown hair. Fair complexion. E ndurance: Tremendous. They can carry great burdens over long

distances with little rest. +21 to exhaustion points. He ight: Males average 4’9”; females 4’5”. Lifespan : 200-400 years. Race Abilities: Khazad. Resistance: Resistance against flame and ice: +30 DB and RR bo-

nuses versus heat and cold attacks. Sp ecial Abilities: Khazâd see well in extreme darkness. In the dimmest light, they can see 50' perfectly, and fairly well up to 100'. They can see 10' in total darkness (non-magical). They receive a special bonus 0f +25 to caving.

CULTURE Clot hing & Decoration: Beards, sometimes braided. Long hair.

Heavy garb with colourful hooded cloaks. Crenulated trimwork is popular. Fears & In ab ilities: Open water and the Valar Ulmo (Lord of Waters). They do not normally swim (-50 to Swimming manoeuvres). L if estyle : Khazâd are superb miners and craftsmen, and unsurpassed Stoneworkers. They live in tightly-knit groups and favour underground cities which are usually cut into rugged hills or mountains. Marriage Pat tern: Monogamous. Only a third of the race is female. The line is traced through the male. Religion: Khazâd believe that each lineage has a common spirit which permeates them all and ties them together. They revere their ancestors above all other things but Aulë their maker, and believe that in each Dwarven King exists a part of his predecessors.

OTHER FACTORS Demeanou r: Sober, quiet, possessive, suspicious, pugnacious, in-

trospective, and often very greedy. Tenacious warriors, they fight without quarter and never retreat. Each Khazad treats his kind as brothers and non-Khazâd as lesser beings who, one way or another, are a constant threat. Their blood is thick and their bonds are deep. They enter into agreements with extreme care but, once made, honour them to the letter. The old adage is true: “no friend ever did a Dwarf a favour, no enemy a wrong, without being repaid in full”.

12

Langu age: Sta rting Lang uages: Among themselves, Khazâd speak Khuzdul (S8/W6), a guarded tongue known by virtually no one but themselves. When in public or about in the wild, Khazâd speak Westron (S8/W6), Silvan (S4/W4), Sindarin (S6/W6). Allowed Adolescence Develop ment: Khuzdul (S10/W10), Westron (S10/W10), Dunael(S2/W2), Silvan (S6/W6), Sindarin (S8/W8). Prejudices: Orcs, Wargs and Dragons are sworn enemies. Above all other races, they despise these 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 conjuring enslaved many of their great lords. Professions: There are no Khazad Barbarian or spell users except for the Channelling Alchemist. Taught and blessed by the Vala smith Aulë, Khazâd practise a plain, practical Earth-magic. Dwarves know of spell and enchantments, but they generally scoff at the ways of Elves or other conjurers, preferring instead to use such power in the making of permanent physical items. Traditional mages and bards are unheard of; instead they produce alchemists and engineers. Training Packages: All available except, Amateur Mage, Astronomer, Apothecary, Burglar, Beastmasster, Cut Purse, Midwife, Sailor, Shaman Priest, Surgeon, Spy, Zealot and the training packages specific to other race/cultures. Special Skills: Everyma n: Caving, Leather-crafts, Metal-crafts, Mining, Smithing, Stone-crafts, Survival (under-ground); Res tricted: Swimming. Standard Hobby Skills: Appraisal, any Armour skills, Attunement, Body Development, Caving, Climbing, Contortions, Disarming Traps, First Aid, Foraging (Mountain/Foothills), Herb Lore, Leather-crafts, Metal-crafts, Picking Locks, Public Speaking, Region Lore (any cavernous region), Smithing, Tactics, Trapbuilding, any Weapon skills.

OUTFITTING OPTIONS Weapons: Dagger, hand axe, short sword, club, war hammer, mace, crossbow, battle-axe, spear, throwing axe, heavy crossbow, light crossbow, war mattock, pole arm. Armour: Any. Dwarves favour chain mail. Lamellar and scale are also available. Target shields and wall shields are popular. Clothing: Outer gar b: 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 colours - scarlet, forest green, indigo blue, golden yellow, royal purple. Inner gar b: 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. BACKGROUND OPTIONS Khazâd get 40 Talent Points (4 Background Points). Extra Languages: In addition to the tongues listed above, a dwarf in exceptional circumstances might learn: Adûnaic (S4/W4), Atliduk (S4/W4), Nahaiduk (S4/W4), Labba (S4/W4) and Umitic (S5/W5). Mental Abilities: All available except; Telekinesis, Telepathy. Mystical Abilities: Only Danger Sense, Destiny Sense, Magical Resistance, Resistance, Undetectable and Unnatural Aging are available. Physical Abilities: All available. Special Abilities: All available except; Special Familiar, Succour and Summons. Special Items: No spell adders or multipliers. Spell items may only contain Channelling spells. Any weapons will be of superior workmanship and forged of steel. Special Status: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Special Training: All available except; Acrobat and Natural Horseman. Mental Flaws: All available except; Fear of Armour. Physical Flaws: All available except; Visible Aura. Special Flaws: All available except; Dark Tempation Wealth: Gold pieces or a gem (aquamarine, topaz, garnet, peridot, spinel, emerald, amethyst, ruby, sapphire, diamond) of comparable value. Beardless: You were born without that most important of Dwarven physical traits - facial hair. You must learn to deal with the pity shown to you by your fellows (the too-loud voices, exaggerated enunciation, painstakingly slow speech, and other well-intentioned efforts to make it easier for you to understand them...) [-7 points]. Trap Se nse: You have the ability to sense the presence of mechanical traps 50% of the time (GM should roll) [15 points]. Dwarf Se nse: You have a superior orienting ability underground. You always seem to know the direction of true north (a special bonus of +50 to the Direction Sense skill) and the approximate elevation of his location [3 points]. Judge of Angles: You can judge angles and changes in the slant of relatively uniform, solid surfaces. You can tell the angle of an incline almost immediately. You receive a special bonus of +25 when attempting to perceive traps or secret doors that are set in walls, floors, or ceilings [5 points]. Ossessive Greed: Your natural joy in the appreciation of gems, jewels and other artifice has turned ugly. Your avarice has become a compulsion that dominates action and thought. You strive to possess whatever you perceive as beautiful, sparing nothing and paying no heed to the consequences [-10 points]. Unswerving: Your forthright attack withholds nothing. You do double normal concussion damage. However, your boldness may be a drawback, for it does not occur to you to ever fight defensively. You cannot parry with more than 10% of your OB. These mighty smitings take a toll on weaponry too. All weapons have their breakage numbers increased by one and checks for strength are modified by -10 [20 points]. Gift of Mahal: You have been blessed by Mahal with extraordinary healing gifts. +77 to all healing related rolls [50 points]. Enchanted Food: You have a loaf of Cram [3 points].

ADOLESCENCENT SKILL DEVELOPMENT Dwarf characters gain the follo wing skills during th eir adolescent development. Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 1 Armour • Medium skill categ ory ………………… 3 Chain s kill…………………………………… 3 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 1 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 4 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 3 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 1 Lang uage skills † …………………………… 8 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 2 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill category…………… 1 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Stalking skill………………………………… 0 Hiding skill …………………………………… 0 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 4 1 Weapon Based on Culture/Race ‡………… 4 Weapo n • 1 H Edged skill category ……………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 148)…………………………… 40 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” . ‡ - See the specific culture/race en try.

Stat Bonuses: Ag: -2 Co: +6 Me: 0 Re: 0 SD: +2 Em: -1 In: 0 Pr: -1 Qu: -2 St: +2 RR Mods: Ess: +40 Chan: 0 Ment: +40 Poison: +20 Disease: +15 Body Dev. Progression: 0•7•4•2•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•6•5•4•3 Mentalism PP Dev. Progression: 0•3•2•1•1 Soul Departure: 21 Race Type: 1 Recovery Multiplier: 0.5

13

CULTURE/RACE OF SOUTHWESTERN ENDOR

KHAZÂD (House of Bávor) (sing. Khazad) Bávor, father of the Stiffbeards awoke beneath the Iron Mountains before leading his folk to the Ered Angurath. A group of dwarves lead by Runin the Headstrong settled in the Uldona Spine founding Kablik-madur. The Great Cataclysm at the end of the First Age destroyed kablik-mabur. The Dwarves of the Uldona Spine dug a new delving Falek-dim (Hh. “Home of Moving Waters”). In S.A 522 orcs succeeded in caputing Falek-dim and the Dwarves of the Uldona Spine went south in search of there kin. In the Second Age Sauron choose Mordor to be his stronghold. he made contact with the Dwarves in his guise of Annatar, lord of Gifts. The Lords of the Stiffbeards were at first taken in, but soon became troubled by the immigrants brought in to construct Baraddûr and the nearby town. The delvings of the Ered Angûrath were abandoned and a great migration began to the Ered Harmel. Here they founded Námagalûz and were content; that is until they heard reports about mithril in the Ered Laranor (S. “Yellow Mountains”). Here in this great chain of mountains they built Mablâd-dûm in S.A. 1211. In T.A. 777, Narad-dûm is founded in the east of the chain. Baruzimabûl (Kh. “Blackflame”) is founded in T.A. 1111 in the west of the chain. A group settled in the East Ormal bay area, with Azanulbizar (“Vale of Dim Streams’), Nâlashatûr (“Path of the Clouds”) in Treddas Mountains, and Khelek-zâram in the Pontym Mountains.

PHYSICAL CHARACTER Build: Short, stocky, strong, with exceptionally strong limbs. Males average 110 pounds; females, 102 pounds. Colouring: Black, red, or dark brown hair. Ruddy complexion and wiry beards. Endurance: Tremendous. They can carry great burdens over long distances with little rest. +21 to exhaustion points. Height: Males average 4’4”; females 4’0”. Lifespan: 200-400 years. Race Abilities: Khazad. Resistance: Resistance against flame and ice: +30 DB and RR bonuses versus heat and cold attacks. Special Abilities: Khazâd see well in extreme darkness. In the dimmest light, they can see 50' perfectly, and fairly well up to 100'. They can see 10' in total darkness (non-magical). They receive a special bonus of +15 to Crafts skill category and +10 to mining, +25 to caving. CULTURE Clothing & Decoration: They keep their wiry beards trimmed short, and weave their hair into very long braids. They prefer heavy, sturdy, practical clothing when travelling. Cloaks, caps secured with wraps, woollen pantaloons and sturdy boots when travelling. Inside their shielded halls, they prefer to wear brightly coloured woven clothes. Robes of purple or turquoise, fancy hats, and embroidery, clothing of superior craftsmanship adorned with geometrical patterns and wear decoration made of silver and gold and beset with many kinds of gems. Fears & Inabilities: Open water and the Valar Ulmo (Lord of Waters). They do not normally swim (-50 to Swimming manoeuvres). They prefer the dry dim environments of their subteranean halls to the harsh light of day which is so common in the Seven lands. Lifestyle: Khazâd are superb miners and craftsmen, and unsurpassed Stoneworkers. They live in tightly-knit groups and favour underground cities which are usually cut into rugged hills or mountains. Marriage Pattern: Monogamous. They marry for life and widowers would never remarry. Only a third of the race is female. The

14

line is traced through the male. Religion: Khazâd believe that each lineage has a common spirit which permeates them all and ties them together. They revere their ancestors above all other things but Aulë their maker, and believe that in each Dwarven King exists a part of his predecessors.

OTHER FACTORS Demeanour: Sober, quiet, possessive, reclusive, suspicious, pugnacious, introspective, and often very greedy. Tenacious warriors, they fight without quarter and never retreat. Each Khazad treats his kind as brothers and non-Khazâd as lesser beings who, one way or another, are a constant threat. Their blood is thick and their bonds are deep. They enter into agreements with extreme care but, once made, honour them to the letter. The old adage is true: “no friend ever did a Dwarf a favour, no enemy a wrong, without being repaid in full”. Language: Sta rtin g Lang ua ges: Khuzdul (S8/W6), Apysaic or Kiranaic (S5/W5). Allowed Ado les cen ce Develo pmen t: Khuzdul (S10/W10), Apysaic (S10/W10), Kiranaic (S10/W10), Tantûrakic (S6/W6), Mûmakanin (S6/W6). Prejudices: Orcs and Trolls are sworn enemies. Above all other races, they despise these the most, although they are extremely suspicious of mages, Elves and anybody they haven’t had previous contact with. They have suffered too much as a result of magic. No dwarf will ever forget the sly words of Sauron, one whose conjuring enslaved many of their great lords. Professions: There are no Khazad Barbarian or spell users except for the Channelling Alchemist. Taught and blessed by the Vala smith Aulë, Khazâd practise a plain, practical Earth-magic. Dwarves know of spell and enchantments, but they generally scoff at the ways of Elves or other conjurers, preferring instead to use such power in the making of permanent physical items. Traditional mages and bards are unheard of; instead they produce alchemists and engineers. Training Packages: All available except, Amateur Mage, Astronomer, Apothecary, Burglar, Beastmasster, Cut Purse, Midwife, Sailor, Shaman Priest, Surgeon, Spy, Zealot and the training packages specific to other race/cultures. Special Skills: Everyma n: Caving, Leather-crafts, Metal-crafts, Mining, Smithing, Stone-crafts, Survival (under-ground); Res tricted: Swimming. Standard Hobby Skills: Appraisal, any Armour skills, Attunement, Body Development, Caving, Climbing, Contortions, Disarming Traps, First Aid, Foraging (Mountain/Foothills), Herb Lore, Leather-crafts, Metal-crafts, Picking Locks, Public Speaking, Region Lore (any cavernous region), Smithing, Tactics, Trapbuilding, any Weapon skills. OUTFITTING OPTIONS Weapons: Dagger, hand axe, short sword, club, war hammer, mace, crossbow, battle-axe, spear, throwing axe, heavy crossbow, light crossbow, war mattock, pole arm. Armour: Any. Dwarves favour chain mail. Lamellar and scale are also available. Target shields and wall shields are popular. BACKGROUND OPTIONS Khazâd get 35 Talent Points (3 Background Points). Extra Languages: In addition to the tongues listed above, a dwarf in exceptional circumstances might learn: Tazinain (S8/W8). Mental Abilities: All available except; Telekinesis, Telepathy. Mystical Abilities: Only Danger Sense, Destiny Sense, Magical Resistance, Resistance, Undetectable and Unnatural Aging are available. Physical Abilities: All available. Special Abilities: All available except; Special Familiar, Succour and Summons. Special Items: No spell adders or multipliers. Spell items may only

CULTURE/RACE OF SOUTHWESTERN ENDOR

contain Channelling spells. Any weapons will be of superior workmanship and forged of steel. Special Status: All available. Special Training: All available except; Acrobat and Natural Horseman. Mental Flaws: All available except; Fear of Armour. Physical Flaws: All available except; Visible Aura. Special Flaws: All available except; Dark Tempation Wealth: Gold pieces or a gem (aquamarine, topaz, garnet, peridot, spinel, emerald, amethyst, ruby, sapphire, diamond) of comparable value. Beardless: You were born without that most important of Dwarven physical traits - facial hair. You must learn to deal with the pity shown to you by your fellows (the too-loud voices, exaggerated enunciation, painstakingly slow speech, and other well-intentioned efforts to make it easier for you to understand them...) [-7 points]. Tr ap Sense: You have the ability to sense the presence of mechanical traps 50% of the time (GM should roll) [15 points]. Dwarf Sen se: You have a superior orienting ability underground. You always seem to know the direction of true north (a special bonus of +50 to the Direction Sense skill) and the approximate elevation of his location [3 points]. Jud ge o f Angles: You can judge angles and changes in the slant of relatively uniform, solid surfaces. You can tell the angle of an incline almost immediately. You receive a special bonus of +25 when attempting to perceive traps or secret doors that are set in walls, floors, or ceilings [5 points]. Oss es sive Greed: Your natural joy in the appreciation of gems, jewels and other artifice has turned ugly. Your avarice has become a compulsion that dominates action and thought. You strive to possess whatever you perceive as beautiful, sparing nothing and paying no heed to the consequences [-10 points]. Uns werving: Your forthright attack withholds nothing. You do double

normal concussion damage. How ever, your boldness may be a drawback, for it does not occur to you to ev er fight defensively. You cannot parry w ith more than 10% of your OB. The se mighty smitings take a toll on weaponry too. All weapons have their breakage numbers increase d by one and checks for strength are modified by 10 [20 points]. Gift of Ma hal: You hav e be en blessed by Mahal w ith extraordinary healing gifts. +77 to all healing related rolls [50 points]. Enchanted Food: You have a loaf of C ram [3 points].

ADOLESCENCENT SKILL DEVELOPMENT Khazad of House Bávor characters gain the following s kills during their ado les cent develop ment. Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 2 Armour • Medium skill categ ory ………………… 1 Chain s kill…………………………………… 1 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 1 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 4 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 3 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 1 Lang uage skills † …………………………… 6 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 2 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill category…………… 1 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 1 Stalking skill………………………………… 1 Hiding skill …………………………………… 1 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 4 1 Weapon Based on Culture/Race ‡………… 4 Weapo n • 1 H Edged skill category ……………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 155)…………………………… 35 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” . ‡ - See the specific culture/race en try.

Stat Bonuses: Ag: -2 Co: +6 Me: 0 Re: 0 SD: +2 Em: -1 In: 0 Pr: -1 Qu: -2 St: +2 RR Mods: Ess: +40 Chan: 0 Ment: +40 Poison: +20 Disease: +15 Body Dev. Progression: 0•7•4•2•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•6•5•4•3 Mentalism PP Dev. Progression: 0•3•2•1•1 Soul Departure: 21 Race Type: 1 Recovery Multiplier: 0.5

15

CULTURE/RACE OF SOUTHWESTERN ENDOR

KHAZÂD (House of Thelór) (sing. Khazad) Thelór, father of the Ironfists awoke beneath the Iron Mountains. But the menace represented by the dark enemy of the World with his minions in the Iron Mountains forced them to migrate first to the Ered Mithrin (S. “Grey Mountains”). At the begining of the second age a colony in Mount Gundabad was forced by treachery and Orcs to abandon there halls and join their brethern in the Grey Mountains. Suaron gifted Thelór the dwarven king with a ring of great magic power. With the aid of this ring he hoped to reclaim the Uldoa Spine from the Orcs. After seven years of battle and several great victories, the Dwarves recovered Falek-dim and renamed their kingdom Nurunkizdin (S.A. 2797 – 2804). Then the Dwarves repaired the crumbling works of their Bávor predecessors, and opened new mines. Unfortunately in T.A. 58 miners began to be stricken by a lethal disease. Which followed closely upon the discovery of green stones (Kh. Bilak-khald) that glowed with there own pale green light. This disaster was soon followed by fighting against King Thelór XIV (TA 62), who was secretly assassinated by his brother Thulin. Thelór’s daughter discovered the truth, and driven by her need for revenge, assassinated the greedy dwarf. Her son, Threlin, fearing a civil war, left with his sympathetic followers out of Nurunkizdin to the central Ered Harmal, where they joined Bávor’s folk in Námagalûz. 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.

PHYSICAL CHARACTER Build: Short, stocky, strong, with exceptionally strong limbs. Males average 150 pounds; females, 135 pounds. Colouring: Thick dark hair. Ruddy complexion. Endurance: Tremendous. They can carry great burdens over long distances with little rest. +21 to exhaustion points. Height: Males average 4’9”; females 4’5”. Lifespan: 200-400 years. Race Abilities: Khazad. Resistance: Resistance against flame and ice: +30 DB and RR bonuses versus heat and cold attacks. Special Abilities: Khazâd see well in extreme darkness. In the dimmest light, they can see 50' perfectly, and fairly well up to 100'. They can see 10' in total darkness (non-magical). They receive a special bonus 0f +25 to caving. CULTURE Clothing & Decoration: Very practical. Most enjoy wearing welldesigned garments of wool and linen which are adorned with intricately embroidered designs near the hems, seams and collars. They are not very fond of hoods, and only wear them occasionally while travelling abroad in the Ered Harmal. Instead, they prefer to wear large and elaborate scarves and simple leather hats. Brims on these hats vary from 1” – 3” in width, while the top of these hats are sometimes very tall. The scarves borne by the folk are commonly brought to just below the eyes, though occasionally are wrapped above them as well, leaving a narrow slit. Large and squared, these scarves are crafted from linen and coloured to denote kinship and lineage. Very long beards which are usually worn splayed out, or occasionally braided in complex patterns like their hair. Fears & Inabilities: Open water and the Valar Ulmo (Lord of Waters). They do not normally swim (-50 to Swimming manoeuvres). Lifestyle: They live in subterranean cities in mountains. The King wields the most power, and with his advisors is ultimately respons-

16

ible for the welfare of his subjects. Three Herd-Lords under him are given stewardships for the major population centres within the Ered Harmal, and for the relationships with human populations. Servants of the Herd-Lords are called Gate-Lords and are held as experts on their own special facet of life in the Kingdom. There are military, religious, social, and economic Gate-Lord's in each centre who serve as a cabinet to the Herd-Lords. These leaders deal directly with the artisans, merchants and warriors of the kingdom, representing their interests to the Herd-Lord, and in turn, the King. Khazâd are superb miners and craftsmen, and unsurpassed Stoneworkers. They live in tightly-knit groups and favour underground cities which are usually cut into rugged hills or mountains. Marriage Pattern: Monogamous. Only a third of the race is female. The line is traced through the male. Religion: Thelór's Folk are widely perceived among Dwarves as being more vocal and active in their religious practice. The people hold of particular importance their relationship to their creator Mahal. When in need they frequently call upon him for assistance. In fact, nearly all of their ceremonies and organized worship revolve around their association with him and his creation of them. A people of perfection and rigid structure, all rites and ordinances are performed by these Naugrim nearly exactly as they were by their First Fathers. Very little deviation occurs or is allowed. Despite the repetition and seeming monotony of their frequent worship, it never becomes vain or trivial ritual. To them, it is very sincere and very meaningful. While many of their rites and performances seem superstitious to outsiders, most are in fact deeply symbolic of the creation of the Seven Fathers and Mahal's protection of them before and after their birth. There is also among Thelór's Folk a great deal of ancestor reverence. They, like all Dwarves, believe that each of the Seven Tribes has an individual spirit which binds all within it together. They too look forward to the next incarnation of their father, Thelór, and wonder how his coming will change their society. Many have prophesised that Thelór will reunite Thralin's folk with their brethren to the south, leading the folk to a cultural renaissance. Communication with the folk of Nurunkizdin is erratic, and the Kings of Námagalûz had been willing to involve themselves in the politics of the tribes of Man in order to make the lines of communication in the Ered Harmal more secure.

OTHER FACTORS Demeanour: Sober, quiet, possessive, suspicious, pugnacious, introspective, and often very greedy. Tenacious warriors, they fight without quarter and never retreat. Each Khazad treats his kind as brothers and non-Khazâd as lesser beings who, one way or another, are a constant threat. Their blood is thick and their bonds are deep. They enter into agreements with extreme care but, once made, honour them to the letter. The old adage is true: “no friend ever did a Dwarf a favour, no enemy a wrong, without being repaid in full”. Language: Sta rting Lan guages: When venturing in the outer world, they usually speak Chyan (S5/W5) or Lynerian (S4/W4). They keep their own language Khuzdul (S8/W6) for themselves, and they never teach it to a non-dwarf. Allo wed Ad oles cen ce Develop ment: Khuzdul (S10/W10), Chyan (Rank S10/W10), Lynerian (S8/W8). Prejudices: They mistrust all other races, especially the Lynîr. They avoid any relationships with the Taarun elves. Orcs, Trolls are sworn enemies. Above all other races, they despise these 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 conjuring enslaved many of their great lords. Professions: There are no Khazad Barbarian or spell users except for the Channelling Alchemist. Taught and blessed by the Vala smith Aulë, Khazâd practise a plain, practical Earth-magic. Dwarves know of spell and enchantments, but they generally scoff at the ways of Elves or other conjurers, preferring instead to use such power in the making of permanent physical items. Traditional

CULTURE/RACE OF SOUTHWESTERN ENDOR

mages and bards are unheard of; instead they produce alchemists and engineers. Training Packages: All available except, Amateur Mage, Astronomer, Apothecary, Burglar, Beastmasster, Cut Purse, Midwife, Sailor, Shaman Priest, Surgeon, Spy, Zealot and the training packages specific to other race/cultures. Special Skills: Everyman: Caving, Leather-crafts, Metal-crafts, Mining, Smithing, Stone-crafts, Survival (under-ground); Restr icted: Swimming. Standard Hobby Skills: Appraisal, any Armour skills, Attunement, Body Development, Caving, Climbing, Contortions, Disarming Traps, First Aid, Foraging (Mountain/Foothills), Herb Lore, Leather-crafts, Metal-crafts, Picking Locks, Public Speaking, Region Lore (any cavernous region), Smithing, Tactics, Trapbuilding, any Weapon skills.

OUTFITTING OPTIONS Weapons: Dagger, hand axe, short sword, club, war hammer, mace, crossbow, battle-axe, spear, throwing axe, heavy crossbow, light crossbow, war mattock, pole arm. Armour: Any. Dwarves favour chain mail. Lamellar and scale are also available. Target shields and wall shields are popular. BACKGROUND OPTIONS Khazâd g et 40 Talent Points (4 Background Points). Extra Languages: In addition to the tongu es listed above, a d warf in ex ceptio nal circumstances migh t learn : Adûnaic (S4/W4), Apysaïc (S3/W3 ) or Vulmaw (S3 /W3). Mental Abilities: All available except; Telekinesis, Telepathy. Mystical Abilities : Only Danger Sense, Des tiny Sense, Magical Resistance, Res istance, Undetectable and Unnatural Aging are available. Physical Abilities : All available. Special Abilities : All available except; Sp ecial Familiar, Su ccou r and Summons. Special Items: No spell adders or multipliers. Spell items may only contain Channelling s pells. Any weapons will be of s uperio r workman ship and forged of steel. Special Sta tus: All available. Special Training: All av ailable except; Acrob at and Natu ral Horseman. Mental Flaws: All available ex cept; Fear of Armour. Physical Flaws: All available except; Vis ible Aura. Special Flaws: All available except; Dark Tempation Wealth: Gold p ieces or a gem (aqu amarine, topaz, garnet, peridot, s pinel, emerald, amethyst, ruby, sap phire, diamond) of comparable value. Beardless : Yo u were born without that most important of Dwarven physical traits - facial hair. You mus t learn to deal with the pity shown to you by yo ur fellows (the too-loud voices, exaggerated enu nciatio n, painstak ingly slo w s peech, and other well-intentioned efforts to make it easier for you to unders tand them...) [-7 points]. Tr ap S ens e: Yo u have the ability to sense the presence o f mechan ical traps 50 % o f the time (GM sho uld roll) [15 points]. Dwarf Sense: Yo u have a sup erior o rienting ability u nderground. You always s eem to know the d irection of true north (a special bonus of +5 0 to the Directio n Sense s kill) and th e approximate elevation of his location [3 po ints]. Judge of Angles: You can judg e angles and changes in the slan t of relatively un iform, s olid surfaces. You can tell the an gle of an incline almo st immediately. You receive a special bonu s of +25 when attempting to perceive traps or secret doors that are set in walls , floors, or ceilin gs [5 poin ts]. Os sessive Greed: Your natural joy in th e ap preciation of gems, jewels and o ther artifice has turned ugly. Your avarice h as become a comp ulsion that do minates action and tho ught. You s trive to po ssess whatev er y ou perceive as beau tiful, s paring n othing and payin g no heed to the consequences [-10 po ints]. Uns werving: Your forth right attack withho lds nothing. You do double normal concussio n damage. However, yo ur boldn ess may be a drawback, for it do es not o ccur to you to ever fight d efensively. You cannot parry with more than 10 % of yo ur OB. These mighty s mitings take a toll on weaponry too.

All weapon s have their breakag e numb ers increased by o ne and checks for strength are modified by -10 [20 points]. Gift of Mahal: Yo u have been bles sed by Mahal with extraordin ary healing gifts. +77 to all healing related rolls [50 points]. Ench anted Food: You have a loaf of Cram [3 points ].

ADOLESCENCENT SKILL DEVELOPMENT Khazad of House Thelór characters g ain the following s kills during their ado les cent develop ment. Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 1 Rig id Leather sk ill…………………………… 1 Armour • Medium skill categ ory ………………… 2 Chain s kill…………………………………… 3 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 1 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 4 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 3 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 1 Lang uage skills † …………………………… 4 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 2 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill category…………… 1 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 1 Stalking skill………………………………… 1 Hiding skill …………………………………… 1 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 4 1 Weapon Based on Culture/Race ‡………… 4 Weapo n • 1 H Edged skill category ……………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 132)…………………………… 40 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” . ‡ - See the specific culture/race en try.

Stat Bonuses: Ag: -2 Co: +6 Me: 0 Re: 0 SD: +2 Em: -1 In: 0 Pr: -1 Qu: -2 St: +2 RR Mods: Ess: +40 Chan: 0 Ment: +40 Poison: +20 Disease: +15 Body Dev. Progression: 0•7•4•2•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•6•5•4•3 Mentalism PP Dev. Progression: 0•3•2•1•1 Soul Departure: 21 Race Type: 1 Recovery Multiplier: 0.5

17

CULTURE/RACE OF ENDOR UNDER DEVELOPMENT. CHARACTER DESIGN

NOT

AVAILABLE

FOR

KHAZÂD (House of Drúin) (sing. Khazad)

Drúin, father of the Stonefoots awoke beneath the Iron Mountains. During the First Age his people lived in the eastern vales of the misty Mountains. Early in the second age, following the discovery of red laen; they migrated across the river Anduin and founded Tumûn-gabil (Kh. “The Great Hollow”) under Amon Lanc (S. “The Naked Hill”). In S.A. 97 the bulk of the Khazâd travel to Chey lands and settled in the Ered Harmel, but a small group remain behind at Amun Lanc. In S.A 700 this hardy people founded Ruurik in southeastern Endor. Here they built Tumunamahal on the southwestern side of the great vale. In the years that followed the dwarves prospered. In S.A. 1144 the demon king Muar made war upon the dwarves of Ruuriik. In S.A. 1157 Múar succeeded in seizing the caverns of the Dwarves. having been driven to near extinction, those who survived wandered west. In S.A. 2741 the heirs of this great house with the aid of men journeyed to Khazad-mabur, in an attempt to free the dwarves of house Barin. The plan back fired but the Khazad turned events around. a year later the last of the demon kings army was driven from the mountains.

PHYSICAL CHARACTER Build: Short, stocky, strong, with exceptionally strong limbs. Males average 150 pounds; females, 135 pounds. Colouring: Black, red, or dark brown hair. Fair to ruddy complexion. Endurance: Tremendous. They can carry great burdens over long distances with little rest. +21 to exhaustion points. Height: Males average 4’9”; females 4’5”. Lifespan: 200-400 years. Race Abilities: Khazad. Resistance: Resistance against flame and ice: +30 DB and RR bonuses versus heat and cold attacks. Special Abilities: Khazâd see well in extreme darkness. In the dimmest light, they can see 50' perfectly, and fairly well up to 100'. They can see 10' in total darkness (non-magical). They receive a special bonus 0f +25 to caving. CULTURE Clothing & Decoration: Beards, sometimes braided. Long hair. Heavy garb with colourful hooded cloaks. Crenulated trimwork is popular. Fears & Inabilities: Open water and the Valar Ulmo (Lord of Waters). They do not normally swim (-50 to Swimming manoeuvres). Lifestyle: Khazâd are superb miners and craftsmen, and unsurpassed Stoneworkers. They live in tightly-knit groups and favour underground cities which are usually cut into rugged hills or mountains. Marriage Pattern: Monogamous. Only a third of the race is female. The line is traced through the male. Religion: Khazâd believe that each lineage has a common spirit which permeates them all and ties them together. They revere their ancestors above all other things but Aulë their maker, and believe that in each Dwarven King exists a part of his predecessors. Those of “Durin`s Folk”, the Khazâd of Moria and the highlands of Wilderland, believe their Kings to all be one Dwarf - Durin the Deathless. OTHER FACTORS Demeanour: Sober, quiet, possessive, suspicious, pugnacious, in-

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trospective, and often very greedy. Tenacious warriors, they fight without quarter and never retreat. Each Khazad treats his kind as brothers and non-Khazâd as lesser beings who, one way or another, are a constant threat. Their blood is thick and their bonds are deep. They enter into agreements with extreme care but, once made, honour them to the letter. The old adage is true: “no friend ever did a Dwarf a favour, no enemy a wrong, without being repaid in full”. Language: Star tin g Langua ges: Khuzdul (S8/W6), ????? (S5/W5), Silvan (S5/W5). Allowed A do les cence Develo pm ent: Khuzdul (S10/W10). Prejudices: Orcs, Wargs and Dragons are sworn enemies. Above all other races, they despise these 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 conjuring enslaved many of their great lords. Professions: There are no Khazad Barbarian or spell users except for the Channelling Alchemist. Taught and blessed by the Vala smith Aulë, Khazâd practise a plain, practical Earth-magic. Dwarves know of spell and enchantments, but they generally scoff at the ways of Elves or other conjurers, preferring instead to use such power in the making of permanent physical items. Traditional mages and bards are unheard of; instead they produce alchemists and engineers. Training Packages: All available except, Amateur Mage, Astronomer, Apothecary, Burglar, Beastmasster, Cut Purse, Midwife, Sailor, Shaman Priest, Surgeon, Spy, Zealot and the training packages specific to other race/cultures. Special Skills: Everyma n: Caving, Leather-crafts, Metal-crafts, Mining, Smithing, Stone-crafts, Survival (under-ground); Res tricted: Swimming. Standard Hobby Skills: Appraisal, any Armour skills, Attunement, Body Development, Caving, Climbing, Contortions, Disarming Traps, First Aid, Foraging (Mountain/Foothills), Herb Lore, Leather-crafts, Metal-crafts, Picking Locks, Public Speaking, Region Lore (any cavernous region), Smithing, Tactics, Trapbuilding, any Weapon skills.

OUTFITTING OPTIONS Weapons: Dagger, hand axe, short sword, club, war hammer, mace, crossbow, battle-axe, spear, throwing axe, heavy crossbow, light crossbow, war mattock, pole arm. Armour: Any. Dwarves favour chain mail. Lamellar and scale are also available. Target shields and wall shields are popular. Clothing: Outer gar b: 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 colours - scarlet, forest green, indigo blue, golden yellow, royal purple. Inner gar b: 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. BACKGROUND OPTIONS Khazâd get 40 Talen t Points (4 Backg rou nd Points). Extra Languages : In addition to the tongues listed above, a d warf in exceptional circumstan ces migh t learn: Adûn aic (S4/W4 ), Apy saic (S4 /W4), Labb a (S4/W4) and Umitic (S5/W5). Mental Abilities : All available except; Telekines is, Telepathy. Mys tica l Abilities: Only Danger Sense, Destiny Sens e, Mag ical Resis tance, Resistan ce, Undetectable and Unn atu ral Aging are available. Phys ica l Abilities: All available. Special Abilities: All availab le excep t; Special Familiar, Succour and Summons. Specia l Items: No spell adders or multipliers. Spell items may only co ntain Ch an nelling spells. Any weapon s will be o f sup erior wo rkmans hip and fo rged of steel. Special Status: All available.

CULTURE/RACE OF ENDOR Special Training: All av ailable except; Acrob at and Natu ral Horseman. Mental Flaws: All available ex cept; Fear of Armour. Physical Flaws: All available except; Vis ible Aura. Special Flaws: All available except; Dark Tempation Wealth: Gold p ieces or a gem (aqu amarine, topaz, garnet, peridot, s pinel, emerald, amethyst, ruby, sap phire, diamond) of comparable value. Beardless : Yo u were born without that most important of Dwarven physical traits - facial hair. You mus t learn to deal with the pity shown to you by yo ur fellows (the too-loud voices, exaggerated enu nciatio n, painstak ingly slo w s peech, and other well-intentioned efforts to make it easier for you to unders tand them...) [-7 points]. Tr ap S ens e: Yo u have the ability to sense the presence o f mechan ical traps 50 % o f the time (GM sho uld roll) [15 points]. Dwarf Sense: Yo u have a sup erior o rienting ability u nderground. You always s eem to know the d irection of true north (a special bonus of +5 0 to the Directio n Sense s kill) and th e approximate elevation of his location [3 po ints]. Judge of Angles: You can judg e angles and changes in the slan t of relatively un iform, s olid surfaces. You can tell the an gle of an incline almo st immediately. You receive a special bonu s of +25 when attempting to perceive traps or secret doors that are set in walls , floors, or ceilin gs [5 poin ts]. Os sessive Greed: Your natural joy in th e ap preciation of gems, jewels and o ther artifice has turned ugly. Your avarice h as become a comp ulsion that do minates action and tho ught. You s trive to po ssess whatev er y ou perceive as beau tiful, s paring n othing and payin g no heed to the consequences [-10 po ints]. Uns werving: Your forth right attack withho lds nothing. You do double normal concussio n damage. However, yo ur boldn ess may be a drawback, for it do es not o ccur to you to ever fight d efensively. You cannot parry with more than 10 % of yo ur OB. These mighty s mitings take a toll on weaponry too. All weapons have their breakage numbers increased by one and checks for s trength are mo dified by -10 [20 po ints]. Gift of Mah al: You have been blessed by Mahal with ex trao rdinary healing gifts. +77 to all healing related rolls [50 points]. Enchanted Food: Yo u have a lo af of Cram [3 points].

19

CULTURE/RACE OF ENDOR UNDER DEVELOPMENT. CHARACTER DESIGN

NOT

AVAILABLE

FOR

KHAZÂD (House of Barin) (sing. Khazad) Barin, father of the Blacklocks awoke beneath the Iron Mountains (S. Ered Engrin). in S.A. 707 they arrived in Ruurik, asked for and rechieved a fief in the north of the country. in the years that followed the dwarves prospered. In S.A. 1144 the demon king Muar made war upon the dwarves of Ruuriik. In S.A. 1157 Múar succeeded in seizing the caverns of the Dwarves, except for Khazad-madûr which became the last refuge for this beleagured people. In S.A. 2741 after centuries of self imposed entombment, an attempt was made to end the reign of the demon king. The plan back fired but the Khazad turned events around. a year later the last of the demon kings army was driven from the mountains.

PHYSICAL CHARACTER Build: Short, stocky, strong, with exceptionally strong limbs. Males average 150 pounds; females, 135 pounds. Colouring: Black, red, or dark brown hair. Fair to ruddy complexion. Endurance: Tremendous. They can carry great burdens over long distances with little rest. +21 to exhaustion points. Height: Males average 4’9”; females 4’5”. Lifespan: 200-400 years. Race Abilities: Khazad. Resistance: Resistance against flame and ice: +30 DB and RR bonuses versus heat and cold attacks. Special Abilities: Khazâd see well in extreme darkness. In the dimmest light, they can see 50' perfectly, and fairly well up to 100'. They can see 10' in total darkness (non-magical). They receive a special bonus 0f +25 to caving. CULTURE Clothing & Decoration: Beards, sometimes braided. Long hair. Heavy garb with colourful hooded cloaks. Crenulated trimwork is popular. Fears & Inabilities: Open water and the Valar Ulmo (Lord of Waters). They do not normally swim (-50 to Swimming manoeuvres). Lifestyle: Khazâd are superb miners and craftsmen, and unsurpassed Stoneworkers. They live in tightly-knit groups and favour underground cities which are usually cut into rugged hills or mountains. Marriage Pattern: Monogamous. Only a third of the race is female. The line is traced through the male. Religion: Khazâd believe that each lineage has a common spirit which permeates them all and ties them together. They revere their ancestors above all other things but Aulë their maker, and believe that in each Dwarven King exists a part of his predecessors. Those of “Durin`s Folk”, the Khazâd of Moria and the highlands of Wilderland, believe their Kings to all be one Dwarf - Durin the Deathless. OTHER FACTORS Demeanour: Sober, quiet, possessive, suspicious, pugnacious, introspective, and often very greedy. Tenacious warriors, they fight without quarter and never retreat. Each Khazad treats his kind as brothers and non-Khazâd as lesser beings who, one way or another, are a constant threat. Their blood is thick and their bonds are deep. They enter into agreements with extreme care but, once made, honour them to the letter. The old adage is true: “no friend ever did a

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Dwarf a favour, no enemy a wrong, without being repaid in full”. Language: Star tin g Langua ges: Khuzdul (S8/W6), ????? (S5/W5), Silvan (S5/W5). Allowed A do les cence Develo pm ent: Khuzdul (S10/W10). Prejudices: Orcs, Wargs and Dragons are sworn enemies. Above all other races, they despise these 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 conjuring enslaved many of their great lords. Professions: There are no Khazad Barbarian or spell users except for the Channelling Alchemist. Taught and blessed by the Vala smith Aulë, Khazâd practise a plain, practical Earth-magic. Dwarves know of spell and enchantments, but they generally scoff at the ways of Elves or other conjurers, preferring instead to use such power in the making of permanent physical items. Traditional mages and bards are unheard of; instead they produce alchemists and engineers. Training Packages: All available except, Amateur Mage, Astronomer, Apothecary, Burglar, Beastmasster, Cut Purse, Midwife, Sailor, Shaman Priest, Surgeon, Spy, Zealot and the training packages specific to other race/cultures. Special Skills: Everyma n: Caving, Leather-crafts, Metal-crafts, Mining, Smithing, Stone-crafts, Survival (under-ground); Res tricted: Swimming. Standard Hobby Skills: Appraisal, any Armour skills, Attunement, Body Development, Caving, Climbing, Contortions, Disarming Traps, First Aid, Foraging (Mountain/Foothills), Herb Lore, Leather-crafts, Metal-crafts, Picking Locks, Public Speaking, Region Lore (any cavernous region), Smithing, Tactics, Trapbuilding, any Weapon skills.

OUTFITTING OPTIONS Weapons: Dagger, hand axe, short sword, club, war hammer, mace, crossbow, battle-axe, spear, throwing axe, heavy crossbow, light crossbow, war mattock, pole arm. Armour: Any. Dwarves favour chain mail. Lamellar and scale are also available. Target shields and wall shields are popular. Clothing: Outer gar b: 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 colours - scarlet, forest green, indigo blue, golden yellow, royal purple. Inner gar b: 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. BACKGROUND OPTIONS Khazâd get 40 Talen t Points (4 Backg rou nd Points). Extra Languages : In addition to the tongues listed above, a d warf in exceptional circums tances might learn: . Mental Abilities : All available except; Telekines is, Telepathy. Mys tica l Abilities: Only Danger Sense, Destiny Sens e, Mag ical Resis tance, Resistan ce, Undetectable and Unn atu ral Aging are available. Phys ica l Abilities: All available. Special Abilities: All availab le excep t; Special Familiar, Succour and Summons. Specia l Items: No spell adders or multipliers. Spell items may only co ntain Ch an nelling spells. Any weapon s will be o f sup erior wo rkmans hip and fo rged of steel. Special Status: All available. Special Training: All available except; Acrobat and Natural Hors eman. Mental Flaws: All available except; Fear of Armour. Phys ica l Flaws: All available except; Visible Aura. Special Flaws: All available except; Dark Tempation Wealth: Go ld pieces o r a gem (aquamarine, topaz, garn et, p erid ot, spinel, emerald, amethys t, ruby, sapphire, diamon d) o f comparable value.

CULTURE/RACE OF ENDOR Beardless : Yo u were born without that most important of Dwarven physical traits - facial hair. You mus t learn to deal with the pity shown to you by yo ur fellows (the too-loud voices, exaggerated enu nciatio n, painstak ingly slo w s peech, and other well-intentioned efforts to make it easier for you to unders tand them...) [-7 points]. Tr ap S ens e: Yo u have the ability to sense the presence o f mechan ical traps 50 % o f the time (GM sho uld roll) [15 points]. Dwarf Sense: Yo u have a sup erior o rienting ability u nderground. You always s eem to know the d irection of true north (a special bonus of +5 0 to the Directio n Sense s kill) and th e approximate elevation of his location [3 po ints]. Judge of Angles: You can judg e angles and changes in the slan t of relatively un iform, s olid surfaces. You can tell the an gle of an incline almo st immediately. You receive a special bonu s of +25 when attempting to perceive traps or secret doors that are set in walls , floors, or ceilin gs [5 poin ts]. Os sessive Greed: Your natural joy in th e ap preciation of gems, jewels and o ther artifice has turned ugly. Your avarice h as become a comp ulsion that do minates action and tho ught. You s trive to po ssess whatev er y ou perceive as beau tiful, s paring n othing and payin g no heed to the consequences [-10 po ints]. Uns werving: Your forth right attack withho lds nothing. You do double normal concussio n damage. However, yo ur boldn ess may be a drawback, for it do es not o ccur to you to ever fight d efensively. You cannot parry with more than 10 % of yo ur OB. These mighty s mitings take a toll on weaponry too. All weapons have their breakage numbers increased by one and checks for s trength are mo dified by -10 [20 po ints]. Gift of Mah al: You have been blessed by Mahal with ex trao rdinary healing gifts. +77 to all healing related rolls [50 points]. Enchanted Food: Yo u have a lo af of Cram [3 points].

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CULTURE/RACE OF NORTHWESTERN ENDOR

PETTY-DWARVES Petty-dwarves (S. "Noegyth Nibin"; sing. Nogoth Niben; Hi. Ta-Fa-Nilch) were a dying race before the birth of the Sun and the Moon. The last of their kin were long assumed to have finished their lives during the Elder Days, and only one, the treacherous Mîm, is mentioned in the Elvish histories of those times. However, a few fled from Beleriand before its fall at the end of the First Age. They have managed to survive in dark lairs in hidden corners of Eriador ever since, periodically making appearances that are told in legends and odd, sad, old tales. The Petty-dwarves have always had a unique character, although they were once simply a group of renegades from the ancient city of Nogrod. The murder for which their leader was exiled may well have been the first ever to occur among the Dwarves. It was the nature of the world in the Elder Days that a single act could shape the destiny of an entire people, and even change their forms. The exile of the Petty-dwarves gave the culture of their small tribe a furtive and evil cast, and their secretive and bitter ways twisted and diminished their bodies and minds. It was only after their sundering that they began to diminish in stature and smithcraft. Eventually they became considerably smaller than their Dwarven brethren, and in the Third Age they rarely stand more than four feet high. Their tendency to stoop and move about with peculiar stealth accentuates their smallness. Petty-dwarves are also remarkably ugly by normal standards: their gnarled limbs ill-fit their bodies, their heads are far too large and thin, and their beards are naturally wispy and tangled. Petty-dwarves have far fewer skills in stone- and metal-working than do the Dwarves, but they can accomplish much given time. Instead, they are better at growing and using herbs and more knowledgeable in the ways of nature. These skills proved necessary in light of the persecutions weighed upon them; there were never more than a few Petty-dwarves in any land, so they were inevitably preyed upon by stronger races.

PHYSICAL CHARACTER Build: Short and stocky, with bowed shoulders. Coloring: Dark brown to gray. Ruddy complexion. Endurance: Exceptional. They carry medium burdens over long distances with little rest. Height: 3 to 4 feet tall. Lifespan: 250-400 years. Resistance: Resistance against flame and ice (+30 bonus versus heat and cold attacks). Special Abilities: Petty-dwarves see well in the dark. In dim light they can see 50’ perfectly, and well to 100'.

CULTURE Clothing and Decorations: Beards, hardly ever braided. Unkempt long hair. Medium garb, usually of gray hue, with hooded cloaks. Fears and Inabilities: Poor swimmers (-35 to Swimming maneuvers). Lifestyle: Petty-dwarves are secretive; even more so than regular Dwarves. Individual families, and sometimes whole communities, make homes, which are cut into hills. Since they are food-gatherers, such homes always near a forest, where they can gather plants, roots, herbs, etc. Marriage Patterns: Monogamous and for life. In Dwarvish life only one third of the race is female, whereas in Petty dwarvish life, the number of females roughly equals the males. The line is traced through the male. Religion: They revere Auld, the maker of all Dwarves and since nature plays a large role in the lives, they honor the spouse of Aule, Yavanna.

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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: When in public or about in the wild, Petty-dwarves speak Westron (S8/W6), or some Sindar (S4/W2). Among themselves, they speak Khuzdul (S8/W6), the secret tongue of all Dwarves. Allowed Ado lescence Development: Westron (S8/W8), Sindar (S8/W8), Khuzdul (S10/W10). Prejudices: They hate Orcs and Elves, especially the Noldor, who stole their old lands. Professions: No Fighters, Essence Alchemists, Channelling Alchemists, Drughân, Wegech, spell-users (pure/hybrid/semi) using the realm of Mentalism. Unlike other Dwarves, the Petty-dwarves do produce Mages on rare occasions. Training Packages: All available except, Amateur Mage, Astronomer, Apothecary, Burglar, Beastmasster, Cut Purse, Midwife, Sailor, Shaman Priest, Surgeon, Spy, Zealot and the training packages specific to other race/cultures. Special Skills: Everyman: First Aid, Stalking, hiding, Observation, choose any two skills from the Outdoor • Envoromental skill category, Res tricted: Swimming. Standard Hobby Skills: Armour • light skills, Armour • chain skills, 1-H edged weapons, missile weapons, pole-arm weapons, tracking, and stalking, hiding, Observation, body development, caving, contortions, cookery, foraging, first aid, trickery. play instrument, Jumping, sprinting, tumbling, Weapon smithing, gold smithing, fletching, trap building, public speaking, Fauna Lore, Flora Lore, Region Lore, History.

OUTFITTING OPTIONS Armor: Soft Leather and loose chain are common although most favour chain mail. Clothing: Outer gar b: detachable hood with flaps sewn into it, permitting the face to be covered; heavy cloak fastened with a brooch; boots of heavy leather; these garments are solid dark colors. Inner a leather jerkin or woolen tunic of a deep hue; a wool or linen shirt; close-fitting trousers. Weapons: Scimitar, dagger, cross bow, sling, short sword, hand axe, war hammer, battle axe, spear, and javelin.

garb:

BACKGROUND OPTIONS Petty-dwarves get 55 Talent Points (5 Background Points). Extra Languages: In addition to the tongues listed above, a Pettydwarf might in unusual circumstances learn: Labba (S3/W0), Umitic (S5/W3), Dunael (S2/W0). Mental Abilities: All available except; Telekinesis, Telepathy. Mystical Abilities: Only Danger Sense, Destiny Sense, Magical Resistance, Resistance, Undetectable and Unnatural Aging are available. Physical Abilities: All available. Special Abilities: All available except; Special Familiar, Succour and Summons. Special Items: No spell adders or multipliers. Special Status: None available. Special Training: All available except; Acrobat and Natural Horseman. Mental Flaws: All available. Physical Flaws: All available except; Visible Aura. Special Flaws: All available except; Dark Tempation Wealth: Gold pieces or a gem (aquamarine, topaz, garnet, peridot, spinel, emerald, amethyst, ruby, sapphire, diamond) of comparable

value. Tr ap Sense: You have the

CULTURE/RACE OF NORTHWESTERN ENDOR

ability to sense the presence of mechanical traps 50% of the time (GM should roll) [15 points]. Dwarf Sen se: You have a superior orienting ability underground. You always seem to know the direction of true north (a special bonus of +50 to the Direction Sense skill) and the approximate elevation of his location [3 points].

Stat Bonuses: Petty-dwarf characters g ain the following skills d uring Ag: -2 their adoles cent development. Co: +3 Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 1 Me: 0 Rig id Leather sk ill…………………………… 1 Re: 0 Armour • Medium skill categ ory ………………… 1 SD: 0 Chain s kill…………………………………… 1 Em: -4 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 In: 0 Swimmin g skill……………………………… 0 Pr: -6 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 2 Qu: -2 Awareness • Perception s skill categ ory…………… 0 St: 0 Alertnes s skill ……………………………… 2 RR Mods: Awareness • Searching s kill category …………… 1 Ess: +30 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 2 Chan: 0 Co mmunications skill category…………………… 1 Ment: +30 Lang uage skills † …………………………… 6 Poison: +15 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +15 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 6 0•6•5•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 1 0•5•3•2•2 Ambush……………………………………… 1 Subterfuge • Stealth skill category ………………… 3 Essence Stalking skill………………………………… 3 PP Dev. Hiding skill …………………………………… 3 Progresseion: Tech/Trade • General skill category……………… 1 0•3•2•1•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 2 Mentalism 1 Weapon Based on Culture/Race ‡………… 2 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 0•3•2•1•1 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 0 216 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 2 1 1 Weapon Based on Culture/Race ‡………… 2 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 51)…………………………… 55 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.75

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

23

CULTURE/RACE OF NORTHWESTERN ENDOR

UMLI (sing. Umit) They live in the woods and highlands to the east of the Lossoth, in the bitterly cold regions of north central Middleearth. The Umli remain in these wilds year round, residing in caves and braving the terrible frost of the dark winter. They are a race of short folk who apparently came from an ancient union of Men and Dwarves. Legends call them Half-dwarves, born as a result of a curse on Sinuphel wife of Cintapher of Hildorien. Her twin offspring Ucin andUlaphel were belived to be malformed monstrosities by the men of Hildorien. Ostracized Sinuphel fled northward with her children and settled in what would later be known as Urd. There she raised Ucin and Ulaphel until slain by the cold-drake Lamthanc. Ucin swore vengance and drove Lamthanc northward into the Iron Mountains and took the Worm’s lair for his own home. Ulcin married a Dwarf-maiden and his sister Ulaphel married a Lossadan hunter. Unable to break the curse their children were born in stature like there parents, and so the Umli race was born.

PHYSICAL CHARACTER Build: Strong and compact, with large features and considerable facial hair. Males average 150 pounds; females, 135 pounds. Colouring: Ruddy skin and red hair, with penetrating pale blue eyes. Endurance: Exceptional in cold climates; average in temperate areas; poor in warm or hot climates. Height: Males average 4’9”; females 4’5”. Lifespan: 100-200 years. Race Abilities: Umli. Resistance: Umli have +30 DB and RR versus cold/ice attacks and -15 DB and RR versus heat/fire attacks. Special Abilities: Umli need sleep but three hours a day. In the cold (below 35°F), they halve any encumbrance penalties; above 90°F they suffer double encumbrance penalties. CULTURE Clothing & Decoration: Fur-lined skin coats, thick shirts, mittens, thick pants, heavy boots and large hoods. Fears & Inabilities: Nothing special. Lifestyle: They range far out across the realms others would call wastes, and they subsist on hunting, gathering and fishing. they move from site to site depending on the season. Most reside in caves of underground settlements. Many mine, and the Umli are accomplished smiths and artisans. Marriage Pattern: Monogamous. the line is traced through the male. Religion: Somewhat formal. They worship Eru and the Valar, and revere Aulë (who they call Mahlic) above all others. OTHER FACTORS Demeanour: Possessive, persevering, stubborn, fierce and yet quiet. Language: Star tin g Lan guages: They speak Umitic (S8/W8). Some Umli know a little Labba (S4/W4), Westron (S4/W4) or Khuzdul (S2/W2). Allo wed Ado les cen ce Develo pment: Umitic (S10/W10), Labba (S10/W10), Westron (S8/W8) or Khuzdul (S6/W6), Logathig (S4/W4) and Bethteur (S6/W6). Prejudices: They hate Dragons and Wargs above all other races Professions: All available except Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except Alchemist, Beastmaster,

24

Bu rgl ar, C ut pu rs e, Co n m an , F ar me r, innkeeper, Midwife, Sailor, Shaman Pri est, Spy, Surgeon and the training packages specific to other race/cultures. Special Skills: Ever yman: Foraging, tracking, survival (tundra) R es tricted: All skills in the Urban category. Standard Hobby Skills: any armou r skills, ant weapon skills, tracking, attunement, read runes, directed spells, spell lists, Stalking, hiding, observation, body development, caving, foraging, rope mastery, weather watching, dancing, tale telling, skating, skiing, bone carving [crafts], leather-crafts, smithing, trap building, wood carving [craft], public speaking, survival (tundra).

OUTFITTING OPTIONS Weapons: Dagger, hand axe, short sword, club, war hammer, mace, whip, bola, composite bow, short bow, sling, battle axe, flail, quarterstaff, javelin, spear, knife, war mattock, harpoon. Armour: Any. The Umli favour leather armour made from the pelts of the polar bear, northern elk, seal or whale hide. Clothing: Outer garb: long, fur-lined coat made from the pelts of the polar bear, seal, white fox, artic hare, or snow lion; large leather hood with long, fur-lined “wings” that wrap around the neck as a scarf; soft felt or knitted cap of yarn spun from animal hair; heavy, fur-lined leather mittens over lighter, knitted liner-mittens; leather pants; heavy, thigh-high leather boots. In ner ga rb: shirt of sueded leather; jerkin of knitted yarn spun from animal hair; leg hose of sueded leather or knitted yarn; soft leather shoes or half-boots. None of their garments are dyed, remaining the beige or neutral shades natural to the wild. BACKGROUND OPTIONS Umli get 50 Talent Points (5 Background Options). Extra Languages: In addition to the tongues listed above, UMli might in unusual circumstance learn: Black Speech (S4/W4), Nahaiduk (S4/W4), Orkish (S4/W4). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Most should be constructed from materials common in the Far North: hides, bone, wood, bronze, iron. Special Status: None available. Special Training: All available. Wealth: Goods which may be bartered or sold for coinage: a skin of spermaceti (important ingredient in ointments and candles) worth 20 silver pieces; 7 leaves of Darsurion (a leaf heals 1-6 concussion hits) worth 3 sp each; 4 seal pelts worth 5 sp each; or 10 carved trinkets of narwhal ivory worth 2 sp each. A selection of herbs (Arfandas, Edram, Jojojopo, Darsurion, Gefnul, Mirenna, Winclamit, Arlan, Delrean, Melandar, Olvar, Aldaka, Febfendu, Atigax, Kathkusa, Zur). Mental Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Physical Flaws: All available. Special Flaws: All available. Recall: When you need to remember something, roll d100 (openended) and add 3 times your Me bonus and add 25. if the total is greater than 100, you fully remember what you want. If the total is less than 100, then this is the percentage of information you recall. This ability also grants you a special bonus of +10 to the Lore skill group [15 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 3 Ag: 0 Soft Leather skill …………………………… 3 Co: +2 Rig id Leather sk ill…………………………… 3 Armour • Medium skill categ ory ………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: 0 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: +2 Climbin g skill ……………………………… 0 Pr: 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: +20 Co mbat Manouevres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 1 Ment: +20 Lang uage skills † …………………………… 6 Poison: +5 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +5 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 5 0•6•5•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 1 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 1 Essence Stalking skill………………………………… 1 PP Dev. Hiding skill …………………………………… 1 Progression: Tech/Trade • General skill category……………… 1 0•5•3•2•2 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 3 Mentalism 1 Weapon Based on Culture/Race ‡………… 3 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 1 0•6•4•3•2 1 Weapon Based on Culture/Race ‡………… 1 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 0 16 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 1 1 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 100)…………………………… 50 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.75

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

25

CULTURE/RACE OF NORTHWESTERN ENDOR

AVARI (sing. Avar) When the Eldar departed from the original Elven homeland during the Elder Days, a number of their brethren remained behind. They decided not to seek the light of the Aman and were labeled as the Avari (Q. “Unwilling, Refusers”). These kindreds were left to fend for themselves during the days when Morgoth’s Shadow swept over the East. In these dark times they were forced into the secluded safety of the forests of eastern Middle-earth, where they wandered and hid from the wild Men who dominated most of the lands. They became known as the Silvan or Wood-elves.

PHYSICAL CHARACTER Build: Most are slight of build, and all are thin by mannish standards. Males average 150 lbs; females, 125 lbs. Coloring: Ruddy of complexion, with sandy hair and blue or green eyes. Generalizations are difficult, however, since they are many kindreds and there is wide variation among them. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. 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 hours each day (this restores Power Points as a normal night’s sleep). However, when pressed, they can function for many days with little or no relief (the restoration of Power Points still requires 2 hours of meditation). While in their meditative state, Elves are extremely difficult to awaken; they rise at a point previously decided. This manner of rest is in keeping with the Elven fondness for the night. Men often referred to them as people of the stars with good reason. Height: Males average 6’0"; females, 5’9". Lifespan: Elves age in a graceful; nearly imperceptible manner. Elves commonly die from only two causes: through violence, or as a result of a weariness of the world. In the latter case an Elf is simply overcome with grief over the course of time, thereby losing the will to live. All Elves who pass away are gathered in the halls of Mandos, the place of Awaiting, in the far west of Aman (valinor). There they await the End of the World, or are released back into the world to replace another of their line who has perished. In a sense, Elves are often reborn as descendants of themselves. Race Abilities: Avar. Resistance: They cannot become sick or scarred and are virtually immune to all bacterial and viral infections. Their gentile physical appearance belies great strengths, however, for they are highly resistant to extremes of natural cold, their clothing is usually for decoration, camouflage, or, perhaps, modesty +10 DB and RR bonuses versus cold attacks. Special Abilities: Elves are able to see on a star-lit or moonlit night, as if full it were daylight. Their vision is restricted with less light-with any light source, they can see 50' perfectly and 100' fairly well. However, in absolute darkness they are no better than Men. Their sense of hearing is also superb (+10 to Awareness manoeuvres involving only hearing), and no doubt accounts for the Elven skills with music. Their reverence for song is unparalleled and has affected their language and way of keeping precious records. The Elves were first to use spoken words and have taught the other races of the gift of speech; thus their own name for their kind: “Quendi” the “Speakers”. All of their speech has a musical quality when spoken properly, lending itself well to verse. Elven Bards, then, have had little trouble in maintaining the histories and epics of their race as a collection of wondrous songs and spoken poetry. The Silvan folk are superb musicians and have tremendous hearing, even for Elves (they get a special +10 bonus to Base Spell attacks from Bard spell lists). They are also elusive and get a special +10 bonus to their Trickery

26

skill and their Stalking, and Hiding skill.

CULTURE Clothing & Decoration: Their preferred clothes are usually forest green, grey, or brown, and range from functional designs to fanciful expressions of individual creativity. Their garments lack the formality and pomp typical of Noldo garb. Fears & Inabilities: Nothing special. Lifestyle: The culture of the Silvan Elves is best characterized as unstructured and rustic by Elven standards, but rich and relatively advanced when compared to the ways of Men. They have always been independent, but as of late many have settled in kingdoms ruled by the Noldors or Sindar. Still, all the Silvan folk enjoy a good journey or adventure and most look at life much as a game to be played. Music and trickery are their favorite pastimes. The Silvan Elves are also masters of the wood and know much of wood-craft and wood-lore. Marriage Pattern: Monogamous and for life. They sometimes matty Men. Such unions produce Half-elves. Religion: Informal and centered around communal celebration and personal meditation. Like all Elves, they worship Varda as giver of light and maker of the stars. The principal difference is their strong attachment to the Vala Oromë, the “HUntsman and Tamer of Beasts” OTHER FACTORS Demeanor: They are a fun-loving but guarded folk. Outward mirth often hides their grim intentions. Language: Startin g Lang uages : Silvan tongues, which are often called Silvan (S10/W10), are their favoured lnaguages. The Silvan Elves of Mirkwood and places further west, however, generally use Sindarin (S8/W6) as their native tongue. Because all Elvish has a song-like quality, however, the slightly unique Silvan vocal pattern betrays their racial origin, even when they employ the tongues of the Eldar. Most know westron (S8/W6), and a little Quenya (S4/W4). Allo wed Ad oles cen ce Develop ment: Sindarin (S10/W10), Westron (S10/W10), Quenya (S10/W10), Adûnaic (S4/W4), Atliduk (S8/W8), Logathig (S8/W8), Nahaiduk (S8/W8). Prejudices: The Silvan Elves readily seclude themselves more readily than the Eldar, for they have a less friendly history of relations with Men. They despise Orcs, dislike Dwarves, and are suspicious of Men. Professions: Of all the Elven groups, they are the quickest to employ spells, and often use magic for simple uses or mere tricks, Still, they are not normally prone to use magic of great power. Silvan Elves produce no Barbarian, Drughân, Kekhavra or Vracara, Wegech. Training Packages: All available except Apothecary, Beastmaster, midwife, Shaman Priest, Surgeon, Zealot and the training packages specific to other race/cultures. Special Skills: Everyman: Music, Play Instrument, Trickery, Woodcrafting; Restr icted: Apothecry, Physics. Standard Hobby Skills: Armour • Light skills, Acrobatics, Acting, Ambush, Animal Handling, Attunement, Boat Piloting, Climbing, Cooking, Directed Spells, Fauna Lore, First Aid, Fletching, Flora Lore, Foraging, Hiding, Languages, Leather-crafting, Meditation, Observation, Play Instmments, Rappelling, RopeMastery, Signaling, Singing, Skating, Skiing, Spell Lists, Spinning, Stalking, Stargazing, Surfing, Swimming, Tracking, any Weapon skills, Weatherwatching, Weaving [Crafts], Wood-Crafting. OUTFITTING OPTIONS Armour: Any. Silvan Elves are a varied group. Some prefer enchanted leather armour, while others favour no protective garb, and guard themselves instead with spells. Clothing: Weap on-user s: silk or cotton blouse (white, beige, pale

CULTURE/RACE OF NORTHWESTERN ENDOR

green or plae grey); trim-fitting tunic (length varies from mid-calf to mid-thigh); of heavy silk/cotton or leather worked so finely as to drape like fabric (bark brown, leaf ggreen, storm grey); bandoliers crossiung the chest, belt around the waist, straps around the limbs to accomodate weapon sheaths; 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 ggrey fabric with emdroidery from a similar clour spectrum), sometimes restrained by a gauze or silk sash, otherwqise 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, strom 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 leafy texture; sandals ornamented with gems or carved wood. Weapons: Dagger, hand axe, broadsword, short sword, whip, bola, long bow, short bow, quarterstaff, two-handed sword, javelin, spear, main gauche, rapier, boomerang, net, boar spear, throwing stars.

BACKGROUND OPTIONS Silvan Elves get 20 Talent Points (2 Background Points). Extra Languages: In addition to the tongues listed above, a Silvan Elf might in unusual circumstance learn: Apysaic (S4/W4), Black speech (S6/W6), Varadja (S6/W6), Waildyth (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Due to the Silvan Elf 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 possible materials. Special Status: All available. Special Training: All available. Wealth: Possessions to be bartered or sold: Elven rope (100' worth 20 sp; holds up 500 lbs., weighs only 3 lbs.), Elven silk (length of 3 yards worth 2 gp), or an assortment of precious stones (lapis lazuli, malachite, agate, turquoise, onyx, amber) and Gems (aquamarine, black opal, bloodstone, carnelian, garnet, fire opal, blue topaz, jade, star sapphire). Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. Wa y of the Wo ods: You have a special affinity with trees and woodland foliage; all physical activities performed by you get a special +15 bonus when in forested terrain [10 points]. To tal Recall: You have an excellent memory. You gain a special bonus of +35 to your Mnemonics skill and a special bonus of +2 to your Memory stat bonus [20 points]. Tran scender : You can work magic despite wearing gear of war. Modifications to your spell casting static manoeuvres due to armour or helmet are reduced by 25% [35 points]. Lembas Bread: You have been gifted with some of this enchanted bread from the forrests of Lothlórien. [3 points] Mir uvo r Cordial: You have been gifted with a bottle of this refreshing and envigorating drink [3 points].

ADOLESCENCENT SKILL DEVELOPMENT Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 0 Armour • Medium skill categ ory ………………… 0 Chain s kill…………………………………… 0 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 3 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 6 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 1 Co mbat Manoeuvres ……………………………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 2 Lang uage skills † …………………………… 12 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Outdo or • En vironmental s kill category ………… 5 Power Awarenes s skill category …………………… 1 Science/Analytic • Bas ic skill catego ry ………… 1 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 2 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 4 Stalking skill………………………………… 4 Hiding skill …………………………………… 4 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 3 1 Weapon Based on Culture/Race ‡………… 3 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 10 Talent Points (cost: 248)…………………………… 20 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” . ‡ - See the specific culture/race en try.

Stat Bonuses: Ag: +4 Co: 0 Me: +2 Re: 0 SD: -5 Em: +2 In: +2 Pr: +2 Qu: +2 St: 0 RR Mods: Ess: -5 Chan: -5 Ment: -5 Poison: +10 Disease: +100 Body Dev. Progression: 0•7•3•2•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•7•6•5•4 Mentalism PP Dev. Progression: 0•6•5•4•3 Soul Departure: 3 Race Type: 3 Recovery Multiplier: 1.5

27

CULTURE/RACE OF NORTHWESTERN ENDOR

LOSSIDIL (sing. Lossedel) The Snow-elves are of Nandorin origin. They began wandering the Talath Uichel on a permanent basis from about S.A. 1700 onward, and joined the Ystavat Talven in their westward withdrawal from the Sled-horde, which brought them to the Cape of Forochel. After the globing of Arda, many of the Snow-elves journeyed north onto the Landless Land and founded Helloth, though some continue to wander the lands of Forodwaith.

PHYSICAL CHARACTERISTICS Build: While more muscular than their kinsfolk in the South, the Snow-elves do not quite equal the stature of the Sindar. Males average about 175 lbs, with females, only slightly less well-built, averaging 165 lbs. Coloring: Uniformly very pale of complexion, the skin of the Lossidil often resembles the whitest ivory. Eyes are usually blue (ranging in shade from pale to dark), though grey and light green hues are not uncommon. Hair often resembles silver or pale gold, though reddish-brown tones are not unknown. Height: Snow-elven males average 6'4" and females 6'2", though individuals may depart considerably from the norm. Lifespan: Elves age in a graceful; nearly imperceptible manner. Elves commonly die from only two causes: through violence, or as a result of a weariness of the world. In the latter case an Elf is simply overcome with grief over the course of time, thereby losing the will to live. All Elves who pass away are gathered in the halls of Mandos, the place of Awaiting, in the far west of Aman (valinor). There they await the End of the World, or are released back into the world to replace another of their line who has perished. In a sense, Elves are often reborn as descendants of themselves. Alone of the Eldarin kindreds they feel little or no longing to depart from Middle-earth. Race Abilities: Nando. Resistance: Snow-elves cannot become ill, diseased or scarred, and are rarely affected by adverse temperatures. However, their long habitation of the frozen North has left them more susceptible to heat than other Elves (+30 against cold, -5 against heat). Special Abilities: Lossidil share the Elvish trait of lightness, being able to walk on newly fallen snow as if it were soft earth. This, and their affinity for the frozen North, enable them to maneuver without penalties in the worst of snowy conditions. This same affinity gives the Snow-elves a +10 to +30 to other maneuvers that could be affected by snow and cold (e.g.: Stalking, Hiding, Combat, etc.). Lossidil share the superb vision of all Elves, which enables them to see on a star-lit or moonlit night, as if full it were daylight. Their vision is restricted with less light-with any light source, they can see 50' perfectly and 100' fairly well. However, in absolute darkness they are no better than Men. Their sense of hearing is also superb (+10 to Awareness manoeuvres involving only hearing), and no doubt accounts for the Elven skills with music. Their reverence for song is unparalleled and has affected their language and way of keeping precious records. The Elves were first to use spoken words and have taught the other races of the gift of speech; thus their own name for their kind: “Quendi” the “Speakers”. All of their speech has a musical quality when spoken properly, lending itself well to verse. Elven Bards, then, have had little trouble in maintaining the histories and epics of their race as a collection of wondrous songs and spoken poetry. CULTURE Clothing and Decorations: Males and females prefer closefitting garments of reindeer-skin. In contrast with their pale surroundings and coloring, the Lossidil use a variety of dyes to array themselves in a wide range of vibrant hues. Individuals can also add ornaments

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such as brooches, rings, bracelets and other jewelry as the mood takes them. Fears and Inabilities: None. Lifestyle: The harsh environment of the North demands a greater degree of cooperation than is the norm for Silvan Elves. All Lossidil acknowledge Losp'indel as the foremost of their people, and follow her guidance willingly. Nearly all Snow-elves spend some of their lives wandering the Northern Waste in small companies, though only a few chose this way of life for long periods of time. Marriage Pattern: Monogamous and for life. Religion: Rather more like the Falathrim, the Snow-elves pay greater reverence to Ulmo than to Varda, because of the Sea-lord's visitation to them after the Second Cataclysm.

OTHER FACTORS Demeanor: True to their Nandorin roots, the Snow-elves are great lovers of freedom, an attitude strengthened by their historical resentment towards the intrusion of the Grey-elf Oropher into their ancestral homeland of Rhovanion. Among those not of their race, the Snow-elves are calm and quiet. When with their own they are apt to show stronger emotions. While generally peaceful, generous and loving, anger and jealousy are not unknown among them. Language: Star ting Langu ages: The Snow-elves speak their own tongue Lossidilrin (S10/W10). Most also know Labba (S7/W7). Adolescen t Skill Development: Labba

(S9/W9), Umitic (S5/W5), Urdic (S5/W5). Prejudices: The Snow-elves hate all creatures of Morgoth and minions of Sauron. While friendly with the Noldor of Evermist, they have a strong dislike for any Sindarin Elves (though this would never drive a Lossedel to physically assault a Grey-elf). Professions: No barbarians, Drughán, Kekhavra, Vracara, Wegech. Training Packages: All available except Apothecary, beastmaster, Midwife, Shaman Priest, Surgeon, Zealot and the training packages specific to other race/cultures. Special Skills: Ever yman: Skiing, Weather-watching Restricted: None. Standard Hobby Skills: Rigid Leather, Soft Leather, Play Instrument, Singing, Ice Sculpture, Ivory Carving, Skiing, Observation,Body Development, Languages, Cooking, Dying, Leather Crafts. History (Elvish), Fauna Lore, Flora Lore, Herb Lore, Region Lore, Foraging, Weather-watching, Meditation, Spells, Hide, Stalk, First Aid, Weapon I-H Edged, Missile, Pole-arms Thrown.

OUTFITTING OPTIONS Weapons: Snow-elven weapons are those used for the hunt spears, bows, harpoons or daggers. Armour: Only the guardians of Helloth regularly wear armor. This is a hauberk of enchanted ivory that protects as chainmail (though it is somewhat more bulky). Others can acquire soft and rigid leather. Clothing: Both genders wear shirts, vests and breeches made from reindeer-skin. Males usually don round hats, while females prefer hoods. Footwear usually consists of boots made from toughened hide, though within Helloth lighter and more supple shoes are often worn. Bright colors and ornaments made from antlers, bone and enchanted ice add variety to their garb. BACKGROUND OPTIONS Lossidil receive 20 Talent Points (2 Background Options). Extra Languages: The languages that Lossidil may learn are restricted by their isolation. Afew learn Sindarin (S5/W4). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Special Abilities: All available. Special Items: All available. Especially powerful items may be artifacts from earlier ages or relics of the war against Morgoth. Wealth: Snow-elven characters may trade or sell a variety of goods: reindeer-skin cloak (1 sp-30 sp), jewelry (5 bp-50 sp) and ivory (4 gp/lb). The Lossidil, however, have little use for money, preferring the currency of friendship and reciprocity. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. Read Ice: You may sense what has passed by or affected a patch of ice over the past 24 hours. The "reading" is often vague or shadowy. [10 points]

Stat Bonuses: Armour • Ligh t skill category …………………… 2 Ag: +4 Soft Leather skill …………………………… 0 Co: 0 Rig id Leather sk ill…………………………… 0 Armour • Medium skill categ ory ………………… 0 Me: +2 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: -5 Athletic • Endurance skill categ ory ……………… 1 Em: +2 Swimmin g skill……………………………… 3 Athletic • Gy mnastics s kill category……………… 1 In: +2 Climbin g skill ……………………………… 0 Pr: +2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 6 Qu: +2 Awareness • Searching s kill category …………… 1 St: 0 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: -5 Co mbat Manoeuvres ……………………………… 0 Mounted Combat …………………………… 0 Chan: -5 Co mmunications skill category…………………… 1 Ment: -5 Lang uage skills † …………………………… 4 Poison: +10 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +100 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 7 0•7•3•2•1 Power Awarenes s skill category …………………… 1 Channelling Science/Analytic • Bas ic skill catego ry ………… 1 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 2 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 4 Essence Stalking skill………………………………… 4 PP Dev. Hiding skill …………………………………… 4 Progresseion: Tech/Trade • General skill category……………… 1 0•7•6•5•4 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 0•6•5•4•3 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 3 1 Weapon Based on Culture/Race ‡………… 3 Departure: Weapo n • Pole arms s kill category ………………… 2 3 1 Weapon Based on Culture/Race ‡………… 2 Race Type: Weapo n • Thro wn skill category ………………… 3 3 1 Weapon Based on Culture/Race ‡………… 3 Hobby Ran ks (see Section 13.0 ) ………………… 10 Recovery Talent Points (cost: 248)…………………………… 20 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” . ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR

NANDOR (sing. Nando) Although initially willing to seek the West, some of the Teleri stopped short of their goal and never came to the Undying Lands. In the Vale of Anduin they halted thier journey and dwelt in they forrested lands they found there. The Nandor, although technically among the Eldar because of their Teler heritage, never came to the Undying Lands, nor witnessed the light of the Two Trees. Thus they are considered to be Moriquendi (S. “dark elves”).

PHYSICAL CHARACTER Build: Most are slight of build, and all are thin by mannish standards. Males average 190 lbs; females, 155 lbs. Coloring: Most have fair hair and pale blue or grey eyes. They have light skin. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. 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 hours each day (this restores Power Points as a normal night’s sleep). However, when pressed, they can function for many days with little or no relief (the restoration of Power Points still requires 2 hours of meditation). While in their meditative state, Elves are extremely difficult to awaken; they rise at a point previously decided. This manner of rest is in keeping with the Elven fondness for the night. Men often referred to them as people of the stars with good reason. Height: Males average 6’5"; females, 6’1". Lifespan: Elves age in a graceful; nearly imperceptible manner. Elves commonly die from only two causes: through violence, or as a result of a weariness of the world. In the latter case an Elf is simply overcome with grief over the course of time, thereby losing the will to live. All Elves who pass away are gathered in the halls of Mandos, the place of Awaiting, in the far west of Aman (valinor). There they await the End of the World, or are released back into the world to replace another of their line who has perished. In a sense, Elves are often reborn as descendants of themselves. Race Abilities: Nando. Resistance: They cannot become sick or scarred and are virtually immune to all bacterial and viral infections. Their gentile physical appearance belies great strengths, however, for they are highly resistant to extremes of natural cold, their clothing is usually for decoration, camouflage, or, perhaps, modesty +10 DB and RR bonuses versus cold attacks. Special Abilities: Elves are able to see on a star-lit or moonlit night, as if full it were daylight. Their vision is restricted with less light-with any light source, they can see 50' perfectly and 100' fairly well. However, in absolute darkness they are no better than Men. Their sense of hearing is also superb (+10 to Awareness manoeuvres involving only hearing), and no doubt accounts for the Elven skills with music. Their reverence for song is unparalleled and has affected their language and way of keeping precious records. The Elves were first to use spoken words and have taught the other races of the gift of speech; thus their own name for their kind: “Quendi” the “Speakers”. All of their speech has a musical quality when spoken properly, lending itself well to verse. Elven Bards, then, have had little trouble in maintaining the histories and epics of their race as a collection of wondrous songs and spoken poetry. The Silvan folk are superb musicians and have tremendous hearing, even for Elves (they get a special +10 bonus to Base Spell attacks from Bard spell lists). They are also elusive and get a special +10 bonus to their Trickery skill and their Stalking, and Hiding skill.

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CULTURE Clothing & Decoration: Their preferred clothes are usually forest green, grey, or brown, and range from functional designs to fanciful expressions of individual creativity. Their garments lack the formality and pomp typical of Noldo garb. Fears & Inabilities: Nothing special. Lifestyle: The culture of the Silvan Elves is best characterized as unstructured and rustic by Elven standards, but rich and relatively advanced when compared to the ways of Men. They have always been independent, but as of late many have settled in kingdoms ruled by the Noldors or Sindar. Still, all the Silvan folk enjoy a good journey or adventure and most look at life much as a game to be played. Music and trickery are their favorite pastimes. The Silvan Elves are also masters of the wood and know much of wood-craft and wood-lore. Marriage Pattern: Monogamous and for life. They sometimes matty Men. Such unions produce Half-elves. Religion: Informal and centered around communal celebration and personal meditation. Like all Elves, they worship Varda as giver of light and maker of the stars. The principal difference is their strong attachment to the Vala Oromë, the “Huntsman and Tamer of Beasts” OTHER FACTORS Demeanor: They are a fun-loving but guarded folk. Outward mirth often hides their grim intentions. Language: Star ting Lan guag es: Bethteur (S10/W10), is their favoured language. The Silvan Elves of Mirkwood and Lothlórien, however, generally use Sindarin (S8/W6) as their native tongue. Because all Elvish has a song-like quality, however, the slightly unique Silvan vocal pattern betrays their racial origin, even when they employ the tongues of the Eldar. Most know westron (S8/W6), and a little Quenya (S4/W4). Allowed Ad oles cen ce Develop men t: Sindarin (S10/W10), Westron (S10/W10), Quenya (S10/W10), Adûnaic (S4/W4), Atliduk (S8/W8), Logathig (S8/W8), Nahaiduk (S8/W8). Prejudices: The Nandor readily seclude themselves more readily than the Eldar, for they have a less friendly history of relations with Men. They despise Orcs, dislike Dwarves, and are suspicious of Men. Professions: Of all the Elven groups, they are the quickest to employ spells, and often use magic for simple uses or mere tricks, Still, they are not normally prone to use magic of great power. Nandor produce no Barbarian, Drughân, Kekhavra or Vracara, Wegech. Training Packages: All available except Apothecary, Beastmaster, midwife, Shaman Priest, Surgeon, Zealot and the training packages specific to other race/cultures. Special Skills: Everyman: Music, Play Instrument, Trickery, Woodcrafting; Restr icted: Apothecry, Physics. Standard Hobby Skills: Armour • Light skills, Acrobatics, Acting, Ambush, Animal Handling, Attunement, Boat Piloting, Climbing, Cooking, Directed Spells, Fauna Lore, First Aid, Fletching, Flora Lore, Foraging, Hiding, Languages, Leather-crafting, Meditation, Observation, Play Instmments, Rappelling, RopeMastery, Signaling, Singing, Skating, Skiing, Spell Lists, Spinning, Stalking, Stargazing, Surfing, Swimming, Tracking, any Weapon skills, Weatherwatching, Weaving [Crafts], Wood-Crafting. OUTFITTING OPTIONS Armour: Any. Nando are a varied group. Some prefer enchanted leather armour, while others favour no protective garb, and guard themselves instead with spells. Clothing: Weap on-user s: silk or cotton blouse (white, beige, pale green or plae grey); trim-fitting tunic (length varies from mid-calf to mid-thigh); of heavy silk/cotton or leather worked so finely as to drape like fabric (bark brown, leaf ggreen, storm grey); bandoliers crossiung the chest, belt around the waist, straps around the limbs to

CULTURE/RACE OF NORTHWESTERN ENDOR

accomodate weapon sheaths; 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 ggrey fabric with emdroidery from a similar clour spectrum), sometimes restrained by a gauze or silk sash, otherwqise 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, strom 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 leafy texture; sandals ornamented with gems or carved wood. Weapons: Dagger, hand axe, broadsword, short sword, whip, bola, long bow, short bow, quarterstaff, two-handed sword, javelin, spear, main gauche, rapier, boomerang, net, boar spear, throwing stars.

BACKGROUND OPTIONS Nandor get 20 Talent Points (2 Background Points). Extra Languages: In addition to the tongues listed above, a Silvan Elf might in unusual circumstance learn: Apysaic (S4/W4), Black speech (S6/W6), Varadja (S6/W6), Waildyth (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Due to the Silvan Elf 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 possible materials. Special Status: All available. Special Training: All available. Wealth: Possessions to be bartered or sold: Elven rope (100' worth 20 sp; holds up 500 lbs., weighs only 3 lbs.), Elven silk (length of 3 yards worth 2 gp), or an assortment of precious stones (lapis lazuli, malachite, agate, turquoise, onyx, amber) and Gems (aquamarine, black opal, bloodstone, carnelian, garnet, fire opal, blue topaz, jade, star sapphire). Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. Wa y of the Wo ods: You have a special affinity with trees and woodland foliage; all physical activities performed by you get a special +15 bonus when in forested terrain [10 points]. To tal Recall: You have an excellent memory. You gain a special bonus of +35 to your Mnemonics skill and a special bonus of +2 to your Memory stat bonus [20 points]. Tran scender : You can work magic despite wearing gear of war. Modifications to your spell casting static manoeuvres due to armour or helmet are reduced by 25% [35 points]. Lembas Bread: You have been gifted with some of this enchanted bread from the forrests of Lothlórien. [3 points] Mir uvo r Cordial: You have been gifted with a bottle of this refreshing and envigorating drink [3 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: +4 Soft Leather skill …………………………… 0 Co: +2 Rig id Leather sk ill…………………………… 0 Armour • Medium skill categ ory ………………… 0 Me: +2 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: -5 Athletic • Endurance skill categ ory ……………… 1 Em: +2 Swimmin g skill……………………………… 3 Athletic • Gy mnastics s kill category……………… 1 In: +2 Climbin g skill ……………………………… 2 Pr: +2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 6 Qu: +3 Awareness • Searching s kill category …………… 1 St: 0 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 1 Ess: -5 Co mbat Manoeuvres ……………………………… 0 Mounted Combat …………………………… 0 Chan: -5 Co mmunications skill category…………………… 2 Lang uage skills † …………………………… 12 Ment: -5 Poison: +10 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +100 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Progression: Outdo or • En vironmental s kill category ………… 5 0•7•3•2•1 Power Awarenes s skill category …………………… 1 Channelling Science/Analytic • Bas ic skill catego ry ………… 1 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 2 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 4 Essence Stalking skill………………………………… 4 PP Dev. Hiding skill …………………………………… 4 Progresseion: Tech/Trade • General skill category……………… 1 0•7•6•5•4 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 1 Progression: 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 0•6•5•4•3 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 3 1 Weapon Based on Culture/Race ‡………… 3 Departure: Weapo n • Pole arms s kill category ………………… 0 2 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 0 4 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 10 Recovery Talent Points (cost: 230)…………………………… 20 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 2.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” . ‡ - See the specific culture/race en try.

31

CULTURE/RACE OF NORTHWESTERN ENDOR

NOLDOR (sing. Noldo) The Noldor are often called “High Elves” ostensibly because they are considered to be the most noble of the Quendi in Middle-earth. In reality, they are so named because they are the only Elves living in Endor who have ever resided in the Blessed Realm of Aman across the sea. This exalted status is accentuated by their close ties with the Valar, a relationship which accounts for their unique cultural and linguistic roots. Other names for the Noldor include Deep-elves, Golodhrim or Gelydh (Sindarin labels), and Nómin (Adan label). Finwë was the first King of the Noldor, which is counted among the Eldar as the Second Kindred. Finwë‘s sons - Fëanor, Fingolfin and Finarfin - produced the three traditional lines which compose the whole of the Noldor.

PHYSICAL CHARACTER Build: Of all the Elves, the Noldor are the strongest and sturdiest of build, although they are still slimmer than Men. Males average 215 pounds; females, 175 pounds. Colouring: Most are dark haired and have greyish eyes which betray a proud demeanour. Decendants of the Fingolfin and Finarfin are often fair haired and blue eyed, for their blood contains Vanyar influences. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. 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 hours each day (this restores Power Points as a normal night’s sleep). However, when pressed, they can function for many days with little or no relief (the restoration of Power Points still requires 2 hours of meditation). While in their meditative state, Elves are extremely difficult to awaken; they rise at a point previously decided. This manner of rest is in keeping with the Elven fondness for the night. Men often referred to them as people of the stars with good reason. Height: Males average 6’7"; females, 6’3". Lifespan: Elves age in a graceful; nearly imperceptible manner. Elves commonly die from only two causes: through violence, or as a result of a weariness of the world. In the latter case an Elf is simply overcome with grief over the course of time, thereby losing the will to live. All Elves who pass away are gathered in the halls of Mandos, the place of Awaiting, in the far west of Aman (valinor). There they await the End of the World, or are released back into the world to replace another of their line who has perished. In a sense, Elves are often reborn as descendants of themselves. Race Abilities: Noldo. Resistance: They cannot become sick or scarred and are virtually immune to all bacterial and viral infections. Their gentile physical appearance belies great strengths, however, for they are highly resistant to extremes of natural cold, their clothing is usually for decoration, camouflage, or, perhaps, modesty +20 DB and RR bonuses versus cold attacks. Special Abilities: Elves are able to see on a star-lit or moonlit night, as if full it were daylight. Their vision is restricted with less light-with any light source, they can see 50' perfectly and 100' fairly well. However, in absolute darkness they are no better than Men. Their sense of hearing is also superb (+10 to Awareness manoeuvres involving only hearing), and no doubt accounts for the Elven skills with music. Their reverence for song is unparalleled and has affected their language and way of keeping precious records. The

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Elves were first to use spoken words and have taught the other races of the gift of speech; thus their own name for their kind: “Quendi” - the “Speakers”. All of their speech has a musical quality when spoken properly, lending itself well to verse. Elven Bards, then, have had little trouble in maintaining the histories and epics of their race as a collection of wondrous songs and spoken poetry. Noldor are unparalleled at understanding and working with crafts. They get a special +20 bonus to their Attunement skill. They get a special bonus of +15 to Healing Meditation and Healing Songs skills.

CULTURE Clothing & Decoration: They favour rich clothing and fine craftmanship, and often have the appearance of great wealth. Fears & Inabilities: Nothing special. Lifestyle: Of all the Elves of Middle-earth, the Noldor are the most ordered. While their brethren are content to wander or mark time in quiet diffusion, the High Elves seek to build communities and states in beautiful, guarded places. Marriage Pattern: Monogamous and for life. Religion: Informal and centered around communal celebration and personal meditation. Like the Dwarves, the Noldor are fiery craftsmen who are fast friends of Aulë. The smith imbued them with a heightened respect for physical objects. It is not surprising, then, to find that the Noldor revere Aulë more than any other Vala, save Varda herself. Like all Elves they worship Varda as giver of light and maker of the stars. OTHER FACTORS Demeanour: Regardless of the line, all Noldor are noble of bearing and carry themselves with assurance. They are haughty and often appear to be arrogant. Of all the Elves, they are the most inquisitive and passionate, being full of a desire for experience and expertise in the arts and the ways of the world. Because of this thirst for knowledge, the Noldor have often fallen prey to lust, corruption and strife. Language: S ta rtin g Lan gu ages : Quenya (S10/W10) (Q. “The Speech” pronounced Kwen-ya), is mainly used in their own environs. For speech outside of their own quiet territory, the Noldor employ Sindarin (S8/W6). When dealing with Men or races unacquainted with Sindarin, they rely on the common tongue of Westron (S8/W6) or more rarely, the Adúnaic (S6/W4) of the Dúnedain. Allowed A dolescence Develo pment: Sindarin (S10/W10), Westron (S10/W10), Adúnaic (S8/W8), Labba (S6/W6), Bethteur (Silvan) (S8/W8). Prejudices: The High Elves hate Orcs, Trolls, and Dragons above all creatures. Due to their pride they tend to look down upon nonDúnedan Men. Professions: The term Noldor means “wise or “knowing” and serves as a fine label for the Second Kindred. For this reason, they produce the greatest number of Elven Bards and loremasters. There are no Noldo Barbarian, Drughân, Kekhavra, or Vracara, Wegech. Training Packages: All available except Apothecary, Beastmaster, Midwife, Shaman Priest, Surgeon, Zealot and the training packages specific to other race/cultures Special Skills: Ever yma n: all skills within the Crafts category; Res tricted: Apothecry, Physics. Standard Hobby Skills: Acting, any Armour skills, Attunement, Body Development, Dancing, Directed Spells, Embroidery [Crafts], history (famous weapons, enchanted creations), jewellery smithing [crafts], languages, leadership, meditation, metal crafts, observations, play instruments, poetic improvisation, public speaking, read runes, riding, sewing, singing, spell lists, star-gazing, any weapon skills, weather-watching.

CULTURE/RACE OF NORTHWESTERN ENDOR OUTFITTING OPTIONS Armour: Any. Noldor prefer to derive the protection given by armour from magical items (rings, bracelets, tiaras) where such are available rather than from encumbering leather or metal. Clothing: Males : fine linen, cotton or silk shirt or blouse often pure white in colour; jewel-hued velvet or silk shirt or blouse often pure white in colour; jewel-hued velvet or silk tunic (sapphire, emerald, ruby, amethyst, topaz), sometimes with slashed sleeves revealing the shirt beneath, sometimes sleeveless, usually embroidered or appliquéd with geometric or weapon-inspired motifs; velvet or brocade mantle with wide sleeves, cape-like body, and varying in length from the hip to the ankles; close-fitting hose; soft boots rising to the ankles or as high as the knee. Female: fine linen, cotton, or silk shift often pure white in colour; jewel-hued silk or velvet gown, sometimes with slashed sleeves to reveal the sleeves of the shift underneath, sometime sleeveless, often embroidered or appliquéd at the neck, hem, sleeves; belt of silk, velvet, or decorative cord that encircles the waist and the hips to be knotted or otherwise secured in front; soft slippers of ankle boots; velvet or brocade mantle with wide sleeves, cape-like body, and hanging to the ankles. Females who leave the Elven havens to go adventuring often don garb similar to that worn by males. Weapons: Dagger, broadsword, mace, composite bow, long bow, flail, two-handed sword, quarterstaff, javelin, lance, falchion, foil, main gauche, rapier, bastard sword. BACKGROUND OPTIONS Sin ce the Noldo r are Elv es and tied by their immo rtality to the Song o f Creation, they are strong ly bound to Fate and get o nly 15 Talent Points (1 Background Op tion).

Extra Languages: In addition to th e tongues listed abov e, a Noldo might in un usual circumstances learn: Logath ig (S6/W6), Black speech (S6/W6 ), Eo thrik (between T.A. 1 - 1856), Eothirric (b etween T.A. 1856 - 2510), Rohirric (S6/W6) (T.A. 2510 onwards).

Mental Abilities: All available. Mystical Abilities: All available ex cept Unnatural Aging. Physical Abilities: All available. Special Abilities: All available. Special Items: All av ailable. Most sho uld be con stru cted fro m fin e o r rare materials: ardarcer, arborang (high s teel), arheled (h igh glass), b orang (lo w s teel), silver, galvorn, gold, mithril, g ems.

Special Status: All available. Special Training: All available. Wealth: Gems (peridot, aqu amarine, beryl, citrine, tourmaline, ameth yst, diamond, emerald, opal, sapphire).

Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. S en sitive to the Es sence: You are aware of ho w th e Essen ce p ools and flows; this sensitiv ity allows you to b e aware of the p resence of an y en chantments or spells (cast by Ess en ce or Men talis m users only ) within 50 feet (wh en he concentrates) [15 pon ts]. Total Recall: You have an excellent memory. You gain a special bonu s o f +35 to your Mnemo nics skill and a special bonu s of +2 to yo ur Memory stat bo nus [20 points]. Tra ns cend er: You can wo rk magic des pite wearing g ear of w ar. Modification s to your s pell casting static manoeuvres due to armour or helmet are reduced by 25% [35 po ints ]. Au ra o f Ama n (min or): One o r both o f you’re parents were born in Aman. T he aura o f san ctity of the Un dying land s b less ed them with cu rativ e po wers. Some o f this power has p as sed do wn to yo u, their offspring. You r curative powers are eq uivalent to the Healer sp ell lis ts Blood Ways, Bo ne Ways, Muscle Ways , and Open Channelling spell lis t Purifications, all at 5th lev el. It cos ts 2 exhaustion points per s pell lev el to perform a cure an d you must be touching your patient [20 points]. Au ra of Aman (major): As Aura of Aman (minor), except you were b orn in Aman (which makes you over 5081 years old, at leas t) and th e lev el is 10th

[4 0 points]. Noldorin Healer : You have b een trained in the No ldorin healing trad ition. You g et First Aid as an occu pational skill an d 3 other healing sk ills treated as everyman. Also +10 to all healing sk ills and +10 to Healing Med itation and Healin g Song s [20 ponts]. Lemba s Bread: You have been gifted with so me of this enchanted b read from the forrests of Lothló rien [3 p oints ]. Miruvor Cord ial: You h ave been gifted with a bottle of th is refreshin g and env igorating drink [3 points].

ADOLESCENCENT SKILL DEVELOPMENT Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Chain s kill…………………………………… 0 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 2 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 6 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 1 Co mbat Manouevres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 4 Lang uage skills † …………………………… 20 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Outdo or • En vironmental s kill category ………… 3 Power Awarenes s skill category …………………… 3 Science/Analytic • Bas ic skill category…………… 2 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 4 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 2 Stalking skill………………………………… 2 Hiding skill …………………………………… 2 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 6 Talent Points (cost: 274)…………………………… 15 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” . ‡ - See the specific culture/race en try.

Stat Bonuses: Ag: +4 Co: +4 Me: +2 Re: 0 SD: -5 Em: +2 In: +2 Pr: +6 Qu: +6 St: 0 RR Mods: Ess: -5 Chan: -5 Ment: -5 Poison: +10 Disease: +100 Body Dev. Progression: 0•7•3•21 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•7•6•5•4 Mntalism PP Dev. Progression: 0•6•5•4•3 Soul Departure: 1 Race Type: 5 Recovery Multiplier: 3.0

33

CULTURE/RACE OF NORTHWESTERN ENDOR

SINDAR

are adept at all the arts and excel in their special provinces. No race builds better boats or ships.

(sing. Sinda)

CULTURE Clothing & Decoration: Sinda clothing is exceedingly well made, yet subtle and utilitarian. They do not favour the rich garb of their Noldor cousins. Greys and silvers are their chosen colours. Greys and silvers are their chosen colours. Fears & Inabilities: Nothing special. Lifestyle: The Sinda are the most open and cooperative of Middlesearth’s Elves. They are great teachers and borrowers and have an interest in the works of all races. This is in contrast to the more inquisitive Noldor, who are quick to scoff at things which are subtle or modest in appearance or utility. Grey-elves are a settled people and enjoy the company of others. Unlike the Silvan Elves, they build towns and havens and gather in close-knit communities. Many of the Sinda feel a kinship to the sea. They build superb ships and are renowned sailors. Marriage Pattern: Monogamous and for life. They sometimes marry mortal Men. Such unions produce Half-elves. Religion: Informal and centred around communal celebration and personal meditation, just as those of other Elves. Like the Noldor, they revere Eru and see Varda as their patron Vala. Given their love for sailing and the sea, they also have a special respect fo Ulmo, the “Lord of Waters”.

The Sindar or “Grey-elves” are Eldar and were originally part of the great kindred called the Teleri, the Sindar chose not to cross over the sea to Aman; instead they stayed in Middleearth. They, like the Nando and Avari, are part of the Moriquendi, the “Dark Elves” who never saw the Light of Valinor.

PHYSICAL CHARACTER Build: Thin when compared to Men, the Sindar are nearly as tall as the Noldor but are generally slighter of build. They are more muscular than the Silvan folk. Males average 190 pounds; females, 155 pounds. Colouring: Most have fair hair and pale blue or grey eyes. Like the Noldor, they have light skin. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. 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 hours each day (this restores Power Points as a normal night’s sleep). However, when pressed, they can function for many days with little or no relief (the restoration of Power Points still requires 2 hours of meditation). While in their meditative state, Elves are extremely difficult to awaken; they rise at a point previously decided. This manner of rest is in keeping with the Elven fondness for the night. Men often referred to them as people of the stars with good reason. Height: Males average 6’5"; females, 6’1”. Lifespan: Elves age in a graceful; nearly imperceptible manner. Elves commonly die from only two causes: through violence, or as a result of a weariness of the world. In the latter case an Elf is simply overcome with grief over the course of time, thereby losing the will to live. All Elves who pass away are gathered in the halls of Mandos, the place of Awaiting, in the far west of Aman (valinor). There they await the End of the World, or are released back into the world to replace another of their line who has perished. In a sense, Elves are often reborn as descendants of themselves. Race Abilities: Sinda. Resistance: They cannot become sick or scarred and are virtually immune to all bacterial and viral infections. Their gentile physical appearance belies great strengths, however, for they are highly resistant to extremes of natural cold, their clothing is usually for decoration, camouflage, or, perhaps, modesty +15 DB and RR bonuses versus cold attacks. Special Abilities: Elves are able to see on a star-lit or moonlit night, as if full it were daylight. Their vision is restricted with less light-with any light source, they can see 50' perfectly and 100' fairly well. However, in absolute darkness they are no better than Men. Their sense of hearing is also superb (+10 to Awareness manoeuvres involving only hearing), and no doubt accounts for the Elven skills with music. Their reverence for song is unparalleled and has affected their language and way of keeping precious records. The Elves were first to use spoken words and have taught the other races of the gift of speech; thus their own name for their kind: “Quendi” the “Speakers”. All of their speech has a musical quality when spoken properly, lending itself well to verse. Elven Bards, then, have had little trouble in maintaining the histories and epics of their race as a collection of wondrous songs and spoken poetry. The Sindar are less musical than the Vanyar or Silvan Elves, and are less skilled in forging or crafts than the Noldor. Nonetheless, they

34

OTHER FACTORS Demeanour: Of the three Elven races of Middle-earth, the Sindar are the quietest and calmest, and appear to be the most content. They are less frivolous and playful than the Silvan Elves, and are less fiery and passionate than the Noldor. Sindar feelings are deep and not easily aroused, but when they are they cannot be stayed. This is the root of their Sea-longing. Language: S tar ting Lan gua ges : Sindarin (S10/W10), Westron (S8/W6), Bethteur (S8/W6), Quenya (S6/W4). Allowed Ad olescence Development: Westron (S10/W10), Bethteur (S10/W10), Quenya (S8/W8), Adûnaic (S6/W6), Atliduk (S8/W8), Logathig (S8/W8), Eothrik (S6/W6) (between T.A. 1 - 1856), Eothirric (S6/W6) (between T.A. 1856 - 2510), Rohirric (S6/W6) (T.A. 2510 onwards), Nahaiduk (S8/W8). Prejudices: The Sindar are great friends of most races and have remained particularly close to Dwarves. Their chief enemies are Orcs, Wargs and Dragons. Professions: They produce no Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except Apothecary, beastmaster, Midwife, Shaman Priest, Surgeon, Zealot and the training packages specific to other race/cultures. Special Skills: Ever yman: Research, Public Speaking, Sailing; Res tricted: Apothecry, Physics. Standard Hobby Skills: Acting, Attunement, Boat Piloting, Embroidery [Crafts], Retching, Hiding, Languages, Leadership, Linguistics, Meditation, Navigation, Observation, Play Instrument, Poetic Improvisation, Public Speaking, Read Runes, Rope Mastery, Sewing, Signalling, Singing, any Spell List skill, Spinning, [crafts], stalking, star-gazing, ship-building [crafts], swimming, any weapon skills, weather-watching, weaving [crafts], wood-crafts. OUTFITTING OPTIONS Weapons: Dagger, broadsword, composite bow, long bow, flail, quarterstaff, two-handed sword, javelin, spear, falchion, foil, main gauche, rapier, bastard sword. Armour: Any. Sinda prefer to derive the protection given by armour from magical clothing (robes, capes, gauntlets, belts, veils) where such is available rather than from encumbering leather or metal suits. Clothing: Smock of gauze or light silk; close-fitting vest or tunic of

CULTURE/RACE OF NORTHWESTERN ENDOR

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 of meatl 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 the ankles; boots or decorative open sandal's; hip-length ccape. The colours of the garments are all variations on white and grey: cream, eggshell, ivory, pearl, lemon, charcoal, taupe, blue-grey, rose-grey, green-grey, smoke, silver, beige, etc. Embroidery and appliquéare used sparingly, usually to create testure or pattern (as with white on white or cream on lemon) rather thaan contrast (white on charcoal or blue-grey on ivory).

BACKGROUND OPTIONS Since the Sindar are Elves and tied by their immortality to the Song of Creation, they are strongly bound to Fate and only get 25 Talent Points (2 Background points). Extra Languages: In addition to the tongues listed above, a Sinda might in unusual circumstances learn: Apysaic (S6/W6), Black speech (S6/W6), Haradaic (S8/W8), and Orkish (S6/W6). Mental Abilities: Mystical Abilities: All Except Unnatural Aging. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Most are beautifully crafted, bearing floral or leaf motifs, and are constructed from fine or relatively rare materials: steel, silver, mithril, crystal, close grained wood, marble, agate, amber. Special Status: All available. Special Training: All available Wealth: Gems (clear quartz, blond chalcedony, zircon, mother-ofpearl, white spinelfire opal, diamond, pearl, moon stone). Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. To tal Recall: You have an excellent memory. You gain a special bonus of +35 to your Mnemonics skill and a special bonus of +2 to your Memory stat bonus [20 points]. Tran scender : You can work magic despite wearing gear of war. Modifications to your spell casting static manoeuvres due to armour or helmet are reduced by 25% [35 points]. S ind arin Healer: You have been trained in the leechcraft of your people. Prepare Herbs is classified as Occupational. Use prepared herbs, herb lore and 2 other healing skills are classed as everyman. You also get +15 to all herb related skills and +5 to Healing meditation and Healing Songs [20 points]. Lembas Bread: You have been gifted with some of this enchanted bread from the forrests of Lothlórien [3 points]. Mir uvo r Cordial: You have been gifted with a bottle of this refreshing and envigorating drink [3 points].

ADOLESCENCENT SKILL DEVELOPMENT Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Chain s kill…………………………………… 0 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 2 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 1 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 6 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 1 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 3 Lang uage skills † …………………………… 16 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Outdo or • En vironmental s kill category ………… 4 Power Awarenes s skill category …………………… 2 Science/Analytic • Bas ic skill category…………… 1 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 3 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 3 Stalking skill………………………………… 3 Hiding skill …………………………………… 3 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 8 Talent Points (cost:223)…………………………… 25 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages”. ‡ - See the specific culture/race en try.

Stat Bonuses: Ag: +4 Co: +2 Me: +2 Re: 0 SD: -5 Em: +2 In: +2 Pr: +4 Qu: +4 St: 0 RR Mods: Ess: -5 Chan: -5 Ment: -5 Poison: +10 Disease: +100 Body Dev. Progression: 0•7•3•2•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•7•6•5•4 Mentalism PP Dev. Progression: 0•6•5•4•3 Soul Departure: 2 Race Type: 4 Recovery Multiplier: 2.0

35

CULTURE/RACE OF NORTHWESTERN ENDOR

HALF-ELVES (Peredhel) Half-elves are a rare breed, the offspring of Men and Elves. While the Dúnedain, Corsairs, and Black Numenoreans have Elvish (and even Maia) blood, their connection to Elves lies in the remote past and they are not called Half-elves. True Half-elves have one Human and one Elven parent. Upon reaching adulthood, a Half-elf must decide whether to live as a mortal Man or an immortal Elf. Elrond of Rivendale chose the later course, while his brother Elros - 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.

PHYSICAL CHARACTER Build: Strong and slender, thinner than Men but stouter than Elves. They have thin, angular features. Males average 190 pounds, females 135 pounds. Colouring: Fair, generally with brown or black hair and grey eyes. Endurance: Considerable. Half-elves need but 4 hours rest a day: sleep for mortals or meditation for the immortals. Height: Males average 6’3", females 5’11" Lifespan: Mortal Half-elves live 250-500 years. Race Abilities: half-elf. Resistance: Half-elves are highly resistant to disease and natural illness. They have a +5 DB and RR bonus versus cold attacks. Special Abilities: Half-elves can see extremely well in the dark. Under moon light or star light they can see perfectly for 500'. In other darkness situations they see as Elves do (50' to 100' if a light source is available). CULTURE Clothing & Decoration: Varies, although it is generally well-made and beautifully and subtly adorned. Favoured colours are deep blues and greens, greys and grey-greens, silver, and white. Fears & Inabilities: Nothing Special. Lifestyle: Varies, although they generally live in secluded retreats or havens, or among Elvenkind. Their culture is much like that of the Sindar, although they are constantly concerned with the ways of Men. Marriage Pattern: Monogamous. The line is traced through the male or female. Religion: Quiet, personal, and involving meditation. They respect Eru and the Valar and revere Varda and Oromë above all others. Those who live by the sea hold Ulmo dear. OTHER FACTORS Demeanour: Patient, reserved, considerate, balanced, mellow, and thoughtful. Language: Starting Language s: Sindarin (S8/W6), Westron (S8/W6), Quenya (S6/W5). Allowe d Adole sc enc e Developme nt: Sindarin (S10/W10), Westron (S10/W10), Quenya (S10/W10), Adûnaic (S10/W10), Silvan (S10/W10). Prejudices: Orcs are their sworn enemies. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All avilable except Apothecary, Beastmaster, Midwife, Shaman Priest Surgeon and the training packages specific to other race/cultures Special Skills: Everyman: none; Restricted: none. Standard Hobby Skills: Acrobatics, Acting, Ambush, Animal

36

Handling, any Armour skills, Boat Piloting, C u l t u re Lo r e , Diplomacy, First Aid, Fletching, Foraging, Hid in g, His to ry, Le ad e rs h i p , Med it at io n, Pl ay Instrument, any Power Awareness sk ills , Pu bli c Speak ing , Region Lore, Riding, Sewi ng , Si ng ing , Sk ati ng , Sk ii ng , Sprinting, Stalking, S t ar - g a zi ng , Swi mmin g , Tal e Telling, Tracking, any Weapon skills, Weather-watching.

OUTFITTING OPTIONS Weapons: Dagger, broadsword, long sword, war hammer, mace, morning star, composite bow, crossbow, battle-axe, flail, quarterstaff, two-handed sword, lance, spear, falchion, main gauche, rapier, heavy crossbow, war mattock, bastard sword, boar spear. Armour: Any. Half-elves are comfortable in plate, scale, and lamellar. Clothing: 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 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, seagreen, pearl grey, 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 sueded 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 lined with another lighter shade (pastel blue or green, dove grey, white). BACKGROUND OPTIONS Half-elves only 45 Talent Points (4 Background options). Extra Languages: In addition to the tongues listed above: Nahaiduk (S6/W6), Eothrik (S6/W6) (between T.A. 1 - 1856), Eothirric (S6/W6) (between T.A. 1856 - 2510), Rohirric (S6/W6) (T.A. 2510 onwards), Labba (S6/W6) and Logathig (S6/W6). Mental Abilities: All available. Mystical Abilities: All available Physical Abilities: All available Special Abilities: All available. Special items: All available. Finely wrought metals are a popular material for such. Special Status: All available. Special Training: Wealth: Gold pieces of Anorian or Gondorian mint. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

S en se En emy: You can sense (either knowingly or Unknowingly) when minions of Sauron are within 500 feet [25 points]. Lembas Bread: You have been gifted with some of this enchanted bread from the forrests of Lothlórien [3 points]. Mir uvo r Cordial: You have been gifted with a bottle of this refreshing and envigorating drink [3 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: +2 Soft Leather skill …………………………… 0 Co: +2 Rig id Leather sk ill…………………………… 1 Armour • Mediu m skill category………………… 1 Me: 0 Chain s kill…………………………………… 1 Re: 0 Athletic • Brawn skill category…………………… 1 SD: -3 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 1 Pr: +2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: +4 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 1 Ess: -5 Co mbat manoeuvres skill catego ry ……………… 0 Mounted Combat …………………………… 0 Chan: -5 Co mmunications skill category…………………… 3 Ment: -5 Lang uage skills † …………………………… 8 Poison: +5 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +50 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Progression: Outdo or • En vironmental s kill category ………… 3 0•7•3•2•1 Power Awarenes s skill category …………………… 1 Channelling Science/Analytic • Bas ic skill category…………… 1 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 1 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 2 Essence Stalking skill………………………………… 2 PP Dev. Hiding skill …………………………………… 2 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 1 Progression: 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 0•7•5•4•3 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Departure: Weapo n • Pole arms s kill category ………………… 0 6 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 0 3 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 10 Recovery Talent Points (cost: immortal 112/mortal 102)…… 45 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR

HOBBITS (Kuduk) Hobbits have an unclear origin, although they arose about the east in the First Age, at about the same time as Men. Indeed, they are said to be related to Men. Their habits, however, are unique: they burrow and dig and reside In “holes”, thus their name Kuduk, which means “ h o l e d we l le r ” (from their a nc ie nt R o va n i on H ob bi ti sh Kû d-dûkan). The trad it i o n a l Wes tron n a me fo r Hobb it s is Banakil (W. “Halfling”). Also known as Periannath (sing. Perian), Holbytla (Ro. “hole-builder”) .

PHYSICAL CHARACTER Build: smallest of the speaking people, Hobbits average between 2 and 4 feet in height, and tend to be fat or podgy. 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. The Fallohides are the tallest (average: males, 3’9”, 65 pounds; females 3’7”, 62 pounds). They have fair skin and, of all the groups, resemble Men the most. Their numbers are small, however, and some observers have confused them with nearby mannish groups. The most common Hobbits are Harfoots. They are the smallest in size (average: males, 3’5”, 54 pounds; females 3’3”, 51 pounds) and the darkest in colour, having brown skin and hair. Neat and uniformly beardless, they are in many ways the picture of the average Hobbit. The Stoors are the stockiest Hobbit folk and often appear shorter than some of the Harfoots because of their wife profile. Generally, however, they are taller than Harfoots and shorter than Fallohides (average: males, 3’7” 66 pounds; females 3’5” 62 pounds). Their colouration 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.. Colouring: Brown skin and hair. Neat and uniformly beardless. 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. Height: Males average 3’5", females average 3’3". Lifespan: 90-110 years. They become adults at 30. Race Abilities: Hobbit. Resistance: Their feet and hands are almost immune to heat and cold. Accordingly, they are almost always barefoot. +30 DB and RR bonuses versus heat and cold attacks. Their innate simplicity and innocence gives them heightened resistance to magical attacks (this is reflected in their high racial RR modification). 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 (this is reflected in their high racial Agility stat bonus). CULTURE

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Clothing & Decoration: They wear linen or wool garb - shirts, pants which fall to the upper ankle, and brightly coloured vests. They occasionally don hats, but rarely wear shoes or gloves. Fears & Inabilities: Hobbits shy away from the bizarre or unusual, but otherwise have normal dispositions. Lifestyle: Generally, Hobbits burrow and dig and reside in “holes.” They are capable craftsmen, but are not friends of complex machines or magic. Their vices are few: six hefty meals a day, pipe weed smoking, and bright apparel. Still regardless of this dull and insular lifestyle, the Hobbits steady approach to life has proved successful; in the face of wars, plagues, and famines they have survived relatively undisturbed. Some Hobbits are curious enough to travel or adventure a bit and the Fallohides have produced a considerable number of rather bold individuals. Each Hobbit tribe has its own favourite locale: Fallohides enjoy woodlands found in cool northern climes; Harfoots favour hillsides and highlands; and Stoors prefer riversides and flatland's. 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-hole houses, while the Stoors and Fallohides have begun relying on surface dwellings of wood, brick, or stone. All the Hobbits enjoy the simple life of farmers, millers, and craftsmen. Workshops and sheds dot their territories, uniformly low structures, for the hobbits hate towers and rarely build above the first story. In the Shire (K. “Sûza”) the traditional office of the ruling Thain is hereditary. Marriage Pattern: Monogamous. Harfoots and Fallohides trace their lines through either the male or female. Stoors trace theirs through the female. Religion: Hobbit religion is without exception low-key and informal. It is actually a series of joyful celebrations centring on the gifts of Nature. Mid-years (midsummer’s) is the time for the summer festival, while the two Yule days at the beginning and end of the mark the beginning of the return of the sun and the march toward spring. Harvest times, of course, are always of special note.

OTHER FACTORS Demeanour: Hobbits are basically cheery, conservative, unassuming, and peaceful folk. Ambition is not part of their makeup. Most are conformists who avoid the unknown and shun adventure, preferring instead to stay within the comforts of neat, humble villages. Language: Starting Lan guages: Kuduk (S8/W6) Allo wed Ado lescen ce Developm en t: Kuduk (S10/W10), Westron(S 10/W10), Adûnaic (S8/W8), Sindarin (S8/W8). 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. Professions: Hobbits produce no Barbarian or spell users. Training Packages: All available except, Amateur Mage, Astronomer, Beastmaster, Mercenary, Sailor, Shaman Priest, Soldier and the training packages specific to other race/cultures. It is rare for Hobbits to take, Adventurer, Cloistered Acedemic, Explorer, Loremaster, Sage, Spy, Wanderer, Weapon Master. Special Skills: Everyman: Caving (Hobbit-holes), choice of any five skills within the Crafts category, Horticulture; Restricted: None. Standard Hobby Skills: Acrobatics, Animal Handl ing, Anthropology (Genealogy), Appraisal, Athletic Games (Gymnastichorseshoes), Boat Piloting, Caving (Hobbit-holes), Climbing, Cooking, Dancing, Disarming Traps, Fletching, Flora Lore, Horticulture, Juggling, Leather-crafts, Metal-crafts, any Missile weapon skills, Observation, Picking Locks, Play Instruments, Public Speaking, Region Lore (local region), Rope Mastery,

CULTURE/RACE OF NORTHWESTERN ENDOR

Scaling, Sewing, Skating, stalk/hide, Star-gazing, Stilt-walking, Tale Telling, Tracking, Weather Watching, Wood-crafts.

OUTFITTING OPTIONS Armour: None, or soft or rigid leather. Only in rare circumstance will a Hobbit acquire something like Bilbo’s shirt of Elven chain mail. Clothing: Males : white or cream linen shirt; colourful (roual blue, scarlet, grass green) waistcoat or vest, often embellished with embroidery or made from an ornate brocade; leather belt with a pewter, gold or brass buckle; loose woolen trousers with legs that reach anywhere from just below the knee to just above the ankle, often stripped (bright yellow, blue, orange), always vibrantly dyed. Females: white or cream linen blouse and petticoat; dirndl-styled woolen jumper in a bright hue (lemon yellow, fuchsia pink, sky blue, apple green turkey red), reaching to mid-calf; bodice (in a contrasting colour) that laces up the front; lace or crocheted shawl knotted around the top of the shoulders; white or cream linen apron. Weapons: Dagger, hand axe, short sword, club, short bow, sling, blackjack, pilum. BACKGROUND OPTIONS Those Hobbits who dare venture away from home are assumed to be extraordinary, and get 45 Talent Points (4 Backgroud Points). Extra Languages: In addition to the tongues listed above: Atliduk (S6/W6), Dunael (S4/W4), Nahaiduk (S6/W6), Orcish (S2/ W2), Eothrik (S8/W8) (between T.A. 1 - 1856), Eothirric (S8/W8) (between T.A. 1856 - 2510), Rohirric (S8/W8) (T.A. 2510 onwards), and Silvan (S8/W8). Mental Abilities: All available. Mystical Abilities: Only Danger Sense, Magical Resistance, Resistance, undetectable, Unnatural aging available. Physical Abilities: All available. Special Abilities: all available except Special Familiar and Succur. Special Items: Spell adders and items that cast spells not available. Only items that perform a natural task in a superior way (weapon, saddle, rope, lock pick, etc.) would be present in Hobbit society. Special Status: All available except Military Rank, Heir, Noble. Special Training: All available. Wealth: Gold pieces and silver pieces of Anorian mint. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: Only Cursed Shape Shifter, Dependant, Duty, Repulsive Habit, Rival/NPC, Secret, Sercret Identity, Stat Penalty, Terrible Luck, The Slain, Unlucky. Tend er fo ot: You have tender, nearly hairless feet. You cannot go shoeless as your kinsmen do, but alas must wear boots or sandal's, else suffer a special penalty of -50 to Moving Manoeuvres due to the overly sensitive nature of your feet [-3 points]. Scrawny: You do not enjoy the culinary arts of others and you cannot cook. unlike other Hobbits, you have little or no appetite. You are wan and emaciated, and will be looked upon with pity by your fellows. You have a special modifier of -2 to your St stat bonus [-10 points]. Stealthy: You exemplify the natural sneakiness of your race. You are able to walk noiselessly and seemingly vanish at will. You gain special bonuses of +25 to your Stalking and Hiding skills, and also a special bonus of +30 to Mingling manoeuvres if attempting to go unnoticed or elude a persuer [17 points] Ga rdener: You have a green thumb. You grow giant, tasty mushrooms and all manner of vegetable's and herbs in your plot of land. You gain a special bonus of +20 to your Horticulture skill and a special bonus of +5 each to the Flora Lore and Herb Lore skills [7 points]. Gou rmand: Like all your folk, you love to eat. Not only do you love

to eat (much and often), you have grown quite accomplished at the preparation of succulent viands. Thus you can prepare fine meals for yourself! You gain a special bonus of +10 to your cooking skill, and you may pick one particular dish for which you gain a special bonus of +25 to cooking manoeuvres [3 points]. Dwar f Fr iend: You are well acquainted with the Dwarves, and are immediately respected by any Dwarf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Dwarves, and you knowthree extra ranks of spoken Kuduk [20 points] Elf Friend: You are well acquainted with the Elves, and are immediately respected by any Elf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Elves, and you know three extra ranks in the Elvish language of your choice [17 points].

ADOLESCENCENT SKILL DEVELOPMENT Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Chain s kill…………………………………… 0 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 8 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 2 Co mbat manoeuvres skill catego ry ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 1 Lang uage skills † …………………………… 6 Lore • General skill category……………………… 2 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 1 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill category…………… 0 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 5 Stalking skill………………………………… 5 Hiding skill …………………………………… 5 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 124)…………………………… 45 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” . ‡ - See the specific culture/race en try.

Stat Bonuses: Ag: +6 Co: +6 Me: 0 Re: 0 SD: -4 Em: -2 In: 0 Pr: -6 Qu: +4 St: -8 RR Mods: Ess: +50 Chan: +20 Ment: +40 Poison: +30 Disease: +15 Body Dev. Progression: 0•6•2•2•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•2•1•1•1 Mentalism PP Dev. Progression: 0•2•1•1•1 Soul Departure: 18 Race Type: 1 Recovery Multiplier: 0.5

39

CULTURE/RACE OF NORTHWESTERN ENDOR

BEFFRAEN The Beffraen were most likely the original inhabitants of Cardolan. They are descended from the ancient Woses, being gifted with night-vision and a somewhat enchanted quality, but possess blood from other peoples (typically by kidnapping), making them somewhat larger then a true Drúadan. The Beffraen now live only in the area around Eryn Vorn and the woods south of the mouth of the Gwathló, though they once inhabited all the coasts of Cardolan.

PHYSICAL CHARACTER Build: Beffraen generally have a broad, stumpy profile marked by wide, flat features, and deep-set eyes. Short, thick legs. heavy lower bodies, and pronounced brows help give them an eerie charracter unlike any other men. They have little body hair. Men avarage 185pounds; women, 154 pounds. Colouring: Ruddy skin, black hair and black eyes. Endurance: Average. Height: Men average 5’0”; women, 4’7”. Lifespan: 40-60 years. Race Abilities: Drûg. Resistance: Average. Special Abilities: They have excellent night vision and can see at nnight as well as they can during the day. The wide noses of the Beffraen give them an excellent sense of smell. Range 100’upwind, 2000’ downwind, and 500’ in still air. +10 Awareness categories when dealing with smells and a +25 bonus when tracking something based on it`s smell.

CULTURE Clothing & Decoration: Clothing is simple, leather or fur loincloths and robes. Most Beffraen decorate their bodies with large tattoos that make religious statements or relate personal and family history. males typically shave all their heads save for a top-knot. Fears & Inabilities: The Beffraen have been tainted by their association with Morgoth during the second aget. Because of this there ability to use magic has been affected and they suffer -10 to all spell casting static manuevers, BARS, EARS, to the Power Manipulation skill Category and to the Power Awareness skill category. Lifestyle: The Beffraen are a hunter-gatherer culture, people with little better than stone technology, although they have many captured weapons. Their tribal groups are led by a chief known as a klag, who may be either a warrior or a shaman. They have a very simple tribal organization and a language few understand. The Beffraen are quite adept are handling their small hide skiffs along the rocky coasts of Eriador where they fish; and they must excel in the ways of the forest in order to survive the terrors of the Eryn Vorn. Marriage Pattern: Monogamus, producing few young. The line is traced through the female. Religion: The Beffraen cult is based on worship ofChefuidocsuma Tunkadur (Bef. "Mightiest Doom"). Although the Saralainn rumor that claims their shamans are on a first name basis with demons is nonsense, the Beffraen religion is a bitter and grim one, having much to do with the fear of nature and the outside world. OTHER FACTORS Demeanour: Language: Star tin g Lan guages: When they do talk, the Drughu use the guteral Pûkael (S8/W5) tongue which is ideally suited to their deep voiuces and is alien to that of other men. Some also speak a little Westron (S4/W2). Allowed Ad oles cence Development: Pûkael (S10/W8), Westron (S8/W8). Prejudices: They are xenophobic and harbour a particular hatered for the Dunedain. Professions: Beffraen only produce Barbarians, Laymen, Rogues, Rangers, Animists.

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Training Packages: All available except, Amateur Mage, Apothecary, Architect, Beastmaster, Burglar, City Guard, Cloistered Academic, Con Man, Cut Purse, Farmer, Hermit, Innkeeper, Laborer, Loremaster, Mercenary, Merchant, Midwife, Sailor, Sage, Spy, Soldier, Surgeon, Zealot and the training packages specific to other race/cultures. Special Skills: Everyma n: All skills in the Outdoor • Environmental skill category, Fauna Lore, Herb Lore, Hiding, Stalking, First Aid Res tricted: All skills in the Urban skill catergory. Standard Hobby Skills: armour • light skills, any weapon skills, climbing, swimming, attunement, ambush, stalking, hiding, observation, body development, herb lore, camoflage, caving, first aid, foraging, meditation, signaling, weather watching, scultping, body painting [craft], tattooing [craft], tale telling, wood crafts, stone crafts, leadership, flora lore, region lore.

OUTFITTING OPTIONS

Weapons: Club, dagger, hand axe, mace, quarterstaff, spear, war mattock, blowpipe, throwing darts, blowgun. Most weapons possess stone blades or tips or attack surfaces and wooden hafts. Armour: None, soft or rigid leather,

BACKGROUND OPTIONS Beffraen get 50 Talent points (5 Background Options). Extra Languages: In addition to the tongues listed above, a Beffraen might in unusual circumstances learn: Sindarin (S6/W6), Mental Abilities: All available. Mystical Abilities: None available. Physical Abilities:All available. Special Abilities: Succor, Summon and special familiar not available. Special Items: Potions, tune paper, spell adders and daily items not available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Special Status: None available. Special Training: All available. Wealth: Herbs (Reuk, 9sp; Thurl, 1sp; Terbas, 2sp; Berterin, 19 gp; Pûra, 28 gp). Mental Flaws: Physical Flaws: All available. Special Flaws: All available, spell lists must be taken from the realm of channelling. Heightened Smell: You possess an acute olfactory sense. You’re bonus to Awareness group skill maneuvres based on smell alone is increased to +30, and you’re Tacking skill bonus based on smell is increased to +55 [20 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 3 Ag: 0 Soft Leather skill …………………………… 3 Co: +2 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +4 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 2 Athletic • Gy mnastics s kill category……………… 1 In: +4 Climbin g skill ……………………………… 3 Pr: -2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 4 Qu: 0 Awareness • Searching s kill category …………… 2 St: 0 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 3 Ess: +20 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 8 0•6•5•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 2 0•7•6•5•4 Ambush……………………………………… 4 Subterfuge • Stealth skill category ………………… 4 Essence Stalking skill………………………………… 4 PP Dev. Hiding skill …………………………………… 4 Progresseion: Tech/Trade • General skill category……………… 1 0•4•3•2•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 2 Progression: 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • 2 Han ded s kill category………………… 0 0•4•3•2•1 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 12 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 4 2 1 Weapon Based on Culture/Race ‡………… 4 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 97)…………………………… 50 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” . ‡ - See the specific culture/race en try.

41

CULTURE/RACE OF NORTHWESTERN ENDOR

BERNINGA (sing. Berning) The Beijabar, also called Beornings, Beijabar or Bajaegahar, are descendants of the Eriedain (Second Age Eriadorians), who became increasingly isolated from the other Northmen of Eriador as the Second Age passed. By T.A. 1 they had retreated into the high foothills and passes of the Northern Misty Mountains and the Nan Anduin (S. “Anduin Valley”). The Berninga observe a covenant with the bears of the Misty Mountains which forbids them to hunt other mammals for food or fur. In return, the bears taught these Men the art of skinchanging, enabling them to take on the form of a bear at will. Not all Berninga master this latent gift, but those that do are greatly revered by their kinsfolk and feared by their enemies. They are a Northman branch related to the Woodmen, Lake-men, and Dale-men of Rhovanion. Their numbers are few, and some have distinguished them as a clan rather than a seperate people. Culturally, and to some degree physically, however, they are unique.

PHYSICAL CHARACTER Build: Physically, they are the largest of the Northmen, and all are strong of build and bone structure. Men are exceedingly hairy; they average 215 pounds. Women average 145 pounds. Colouring: Their complextions are fair, but unlike most Northmen (who are usually blond), the majority have reddish hair. Endurance: Berninga need six hours sleep only twice every three days. Height: Men avergae 6’4”; women, 5’7”. Lifespan: 80-100 years. Race Abilities: Northman. Resistance: Average. Special Abilities: Wild animals will not attack a Beijabar unless actively provoked. CULTURE Clothing & Decoration: They are extremely hairy, and their tendency to wear furs gives them an “animal-like” appearance. Favouring rugged tunics, capes, and woolen pants with leggings, they rarely wear any traditional armour. Fears & Inabilities: They shy away from civilised areas. Lifestyle: Berninga have traditionally lived in small groups or single families on well-tended “manors”. Some, like Beorn’s line, have favoured realative lowlands, while the majority reside in the passes and foothils of the Misty Mountains or Grey Mountains. In each case, their presence is extremely subtle. Beorning families tend both themselves and their surrounding manors with the aid of a wide variety of freindly animals (At. Galaistadiuza, sing. Galaistadius), members of the household which appear tame to the outsider. They do not eat their anmal feinds, but rely on fish, reptiles, and fowl for food. Males leave their manors for extended periods in order to conduct military, religious, or social affairs. Marriage Pattern: Monogamous. The line is traced through the male. Marriage is outside the family but within the clan. The wife resides with her husband’s family. Religion: Centres on the ancient Cult of the Bear (Rh. “Bairakyn”). The head of the cult, or Waildanbair (Rh. “Ruling Bear”), is also the hereditary lord of the whole Beorning clan and is the foremost of the famous Shape-changers. During their secluded ceremonies, these men take the form of bears and recreate their ancient legends and epics using complex dance rituals. These gatherings occur at specific holy places which have some connection to their patron Vala Oromë (whom they call Araw).

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OTHER FACTORS Demeanour: Beornings are loners by nature, but enjoy their rare moments with others. Generous and normally quiet and introspective, they can become jovial and explosive when in social situations. Their deep, thundering laughter is legend. As warriors, Beornings are fierce and often uncontrollable. this particularly true of the rare shape-changers, for they have a tendency to transform into bears when outraged or overly stimulated. Once bears, they can attack with tremendous force, but they have little more than single-minded instinct to work upon. Language: Starting Langua ges : Atliduk (S8/W8) and the system of nature signals called Waildyth (S8/W0). Most Beornings also know Westron (S6/W6) and the Woodman tongue Nahaiduk (S6/W6). Allowed A dolescence Develo pment: Atliduk (S10/W10), Waildyth (S10/W0), Westron (S8/W8), Nahaiduk (S8/W8), Logathig (S8/W8), Sindarin (S8/W8), Bethteur (S6/W6). Prejudices: Beornings hate Orcs, Wargs, Trolls, Ginats, and Dragons. Professions: Beornings produces no essence spell users, Drughân, Kekhavra, or Vracara, Wegech. Training Packages: Only those listed are available. Adventurer, Animal Handler, Animal Friend, Beastmaster, Burglar (rare), Con Man (rare), Crafter, Explorer, Farmer, Fortune Teller, Healer, Hermit, Herbalist, Hunter, Labourer, Merchant, Midwife, Performer, Scout, Traveller, Wanderer, Weapon Master (rare), Zealot (rare). Special Skills: Everyman: All skills within the outdoor • animal category, Restricted: None. Standard Hobby Skills: Armour • Light skills, any weapon skills except two-handed or pole arms, climb, ride, swimming, track, ambush, stalking, hiding, observation, body development, channelling spell lists, acrobatics, Animal Mastery, Animal Healing, animal handling, boat pilot, caving, cookery, Diagnostics, Disease Lore, first aid, foraging, Herb Lore, Midwifery, signaling, weather watching, painting, tale telling, dance, chanting [singing], rapelling, wood crafts, leather crafts, fletching, Poison Lore, prepare herbs, public speaking, Second Aid, trading, Use prepared Herbs, fauna lore. OUTFITTING OPTIONS Weapons: dagger, hand axe, broadsword, club, mace, whip, bola, short bow, sling, quarterstaff, woodmans axe, cudgel. Armour: None or soft or rigid leather. Clothing: Males: soft or sueded leather tunic (with sleeves reaching from mid-forearm to the wrist) trimmed with fur (rabbit, beaver, mink, marten, sable) at the neck, waist, wrists and hem; leggings of soft or sueded leather; stout leather boots; cloak made from a dear, bear or cougar pelt. Fema le: the same garments described above with the addition of a full suede skirt (falling to mid-calf or the ankles) trimmed with furs 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 favoured colours for Boerning garments. Small spots of yellow, white, or sjky blue occasionally are used ornamentally in a yoke at neck ot waist. Women who go adventuring often wear leggings without a skirt if they must be prepared for combat. BACKGROUND OPTIONS Beringa get 45 Talent Points (4 background points). Extra Languages: In addition to the tongues listed above, a Beijabar might in unusual circumstances learn: Labba (S6/W6), Orkish (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Spell lists learned must be from the channeling realm. Physical Abilities: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Special Abilities: All available. Special Items: No items casting essence spells or enhancing essence using abilities are available. Channeling spells, although rare, may be present, as may the enhancement of channeling abilities. Boerning craftmanship is excellent, although their work is rustic and lacks the refinement typical of Elvish crafts. Special Status: All available. Special Training: All available. Wealth: Goods to be bartered or exchanged for coinage: 10 deerskins, finely worked, worth 2 sp each; 5 otter pelts worth 4 sp each; 4 beaver pelts worth 5 sp each. A selection of pelts (black fox, 5 gp; marten, 8 gp; black sable, 10 gp; ermine, 13 gp; golden sable, 15 gp; mink, 11 gp; red sable, 12 gp; white fox, 7 gp). Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. Spell lis ts learned must be fro m the chan neling realm. Ba irs ku ift (lesser): Yo u have the ab ility to change into a Black Bear an d b ack at will. Your equ ipment and clothin g is no t affected; it takes d 10 min utes to transfo rm. Under stressfu l con ditio ns an inv olun tary ch an ge to animal form can be trig gered. Th is causes the person altiy to be subsu med, as bestial urges take control. You can develop the shape-changing skill to co ntrol you r ability. When transformed you gain these benefits: - natural AT 8 ; criticals rolled ag ainst you are decreased in severity by 1 (‘A’ is modified by -20); commu nicate with bears; base mov emen t rate o f 80 ’/ rn d; natural at tack s o f Med ium Bash, Large Grapple, Large Claw, Medium Bite [25 points]. Ba irs kuift (g rea ter): As Bairsk uift (lesser), except you chan ge into a Cave Bear. When transformed you g ain these benefits: - natural AT 8; criticals ag ains t you are ro lled on the Large Creature critical strike table; communicate with bears; base mo vement rate of 110’/rnd ; n atu ral attacks of Huge Bas h, Large Grapple, Large Claw, Large Bite [35 points]. Elf Frien d: You are well acquainted with the Elves, and are immediately respected by any Elf y ou meet. You gain a special b onus of +5 to your Pr stat bonu s when d ealing with Elves, and y ou kno w three ex tra ranks in th e Elv ish language of you r choice [17 points]. S hadow-sigh t: You can see gh osts, wraiths, an d other denizens o f the shado w-world as if t hey were no rmally vis ible [10 points]. Ga laistadiu s: You have an an imal companion of y our choice (subject to GM app rov al). Galaistadiu za participate in the running of Beijabar households, performing chores including th e care of the sick and injured. The an imal h as a bonus of +60 to perceive illness or su pernatural affliction, or ad ds +15 to it’s companions healing skill, which ever is most benefical. [15 p oin ts] Healer’s Lo re: You have a s pecial bo nus of +10 in First Aid, Herb Lore an d Fauna Lore. [10 points]

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 0 Co: +2 Rig id Leather sk ill…………………………… 0 Armour • Medium skill categ ory ………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 2 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 2 Pr: +2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 3 Ess: 0 Co mbat Maneouvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 6 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 8 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 4 0•6•5•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfude Stealth………………………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 4 Essence Stalking skill………………………………… 4 PP Dev. Hiding skill …………………………………… 4 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 1 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 1 Soul Weapo n • Miss ile skill category …………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Departure: Weapo n • Pole arms s kill category ………………… 0 11 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 121)…………………………… 45 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.9

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” provided for a character’s cu lture/ race. ‡ - See the specific culture/race en try.

43

CULTURE/RACE OF NORTHWESTERN ENDOR

BLACK NÚMENÓREAN The term “Black Númenórean” (S. “Mornúmenedain”) is used to describe Men of Dúnadan stock who are descended from the “Infaithful” Númenórean colonists and conquerors who came to Middle-earth during the middle and late Second Age. These Unfaithful had broken with the Valar and the Elves who bequeathed them the island knigdom of Númenor at the beginning of the Second Age. Many worshipped their own idols or paid homage to the Dark Lord Sauron. Gradually, the Unfaithful came to control Númenor and her colonies, the greatest of which was centered around the Havens of Umbar. When Númenor was destroyed by Eru in S.A. 3319, many of the Unfaithful survived in their refuges in Middle-earth. Black Númenóreans, therfore, are actually very similar in physical and cultural character to the Dúnedain. Certain changes have occured after their centuries of seperate development, but both groups have actively sought to remain relatively pure and true to their origins.

PHYSICAL CHARACTER Build: Strong and imposing, with angular features. Men average 225 pounds; women, 150 pounds. Colouring: After 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: Considarable Height: men average 6’4”; women, 5’10”. Lifespan: 90-175 years Race Abilities: Dúnadan. Resistance: Average. Special Abilities: +25 to all boat handling manoeuvres, +10 to all melee weapon skill categories. CULTURE Clothing & Decoration: Black and gold are their favoured colours. They wear rich clothing made of dyed silk and cotton. Gems and feathers add elaboration. The Karma - Númenors famous overlapping scale helm surmounted by a coloured leather fish crest - is still in use. Fears & Inabilities: They fear death, but not in battle. Confidence and passion lead them to belive they can overcome any known physical enemy. Lifestyle: Black Númenórean culture reflects a rigid slant. Their societies are well-ordered and ruled by force of personality, backed by harsh law. Dictators and oligarchs hold sway over the people, most of whom are subject races who serve and pay tribute to the Black Númenórean upper class. Warriors are considered the elite, and most men serve in the army at one time in their lives. This has enabled them to almost always be at war. Superb craftsmen and fighters, the Black Númenóreans are experts at ship-building and naval warfare. Marriage Pattern: Monogamous. The line is traced through the male. Religion: Org anized religion is th e n orm amon g Black Númenóreans. The most important cults are those pretaining to death and the afterlife, for these old Númenóreans concerns have been perpetuated and modified. mummification is the norm. Námo is the only Vala accorded respect. Most revere their own local heroes or gods associated with war, power,m terror, and the unknown. They see the untamed darkness as

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the only frontier they cannot master; therfore they worship it. Those few that still worship the Valar favour Tulkas the strong, the greatest master of strength and deeds. It is the always laughing Tulkas who best embodies the spirit of raw strength, for he is quick to make war, weak of counsel, forthright, and sworn of passion and honour.

OTHER FACTORS Demeanour: Black Númenóreans are generally haughty and selfcentered - rash, confident, and full of pride. They belive in their own superiority and support the view that it is the destiny of their race to rule middle-earth. Their views have made them quick to strike a blow; warlike and single-minded, they enjoy a fight. When in a superior position they will rarely offer quarter. Language: Sta rtin g Languages: They have a strong passion for tradition and have, therefore, maintained the Adúnaic (S8/W8) tongue of Númenor in a relatively pure form. Most also know Westron (S8/W8) and Haradaic (S6/W6) Allowed Adoles cen ce Develo pment: Adúnaic (S10/W10), Westron (S10/W10), Haradaic (S8/W8), Apysaic (S6/W6) Prejudices: Black Númenóreans are biased against nearly every other people, but their prejudices against the Elves and the Dúnedain are particularly vehement. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except Anamartar, Beastmaster, Dwarven Berserker, Estehildi, Faradrim Aran, Infantryman of the king`s Corps, Magic Crafter, Marines of the Royal Navy, Faradrim Forod, Selli Niennava, Shaman Priest (MERP), Tracker, Wolfrider. Special Skills: Ever yman: None Restricted: None. Standard Hobby Skills: any armour skills, any weapon skills, climb, riding, swimming, attunement, read runes, ambush, stalking, hiding, pick lock, observation, body development, spell lists, acting, appraisal, boat piloting, gambling, rope mastery, signaling, weather watching, trickery, painting, sculpting, jewlry making [craft], sprinting, jumping, metal crafts, navigation, embroidery [crafts], leadership, public speaking, seduction, trading, interrogation, region lore, star gazing. OUTFITTING OPTIONS Weapons: Dagger, scimitar, braodsword, short sword, mace, morning star, composite bow, battle-axe, flail, quarterstaff, two-handed sword, lance, spear, bastard sword, cat of nine tails, falchion, harpoon, pole arm, long sword. Armour: Any. Prefer scale mail armour. Clothing: Males: silk or cotton blouse of rich hue (wine, purple, cobalt, absinthe) with beadwork ornamaenting the neck (seed pearls; beads of jade, carnelian, malachite, agate, or lapis lazuli); tabard or over-tunic of silk, black or gold preferred, ornamented with embroidery in metallic thread (gold, electrum, bronze); wrist bracers of gold or bronxe with geometric engraving; belt of metal or leather with extensive metallic ornamentation; silken hose; leather slippers decorated with metallic embroidery; cloak of spangled gauze or of feathers. Females: silk or cotton gown of rich hue (burgundy, violet, indigo, cerulean) with beadwork ornamenting the sleeves, neck and hemline (seed peardls; beads of jade, carnelian, malachite, agate, or lapis lazuli: gemstone spangles of diamaond, ruby, emerald, topaz, etc.); tabard or ocer-tunic of silk, black or gold preferred, ornamented with embroidery in metallic thread (gold, electrum, bronze) and gold, onyx, or black opal beadwork; belt of metal or leather with ectensive metallic ornamentation; leather slippers with beadwork or embroidery over their entire surfaces; cloak of spangled gauze or of feathers. BACKGROUND OPTIONS Black Númenóreans get 40 Talent Points (4 Background Options). Extra Languages: In ad dition to the tong ues listed abo ve, a Black

CULTURE/RACE OF NORTHWESTERN ENDOR

Númenó reans might in unusual circumstan ces learn : Black Speech (S8/W8 ), Silvan (S6/W6).

Mental Abilities: All available. Animal Emp athy will be with a proud, fierce creature, e.g.; panth er, lion , eagle, hawk etc..

Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Familiar will b e with a proud, fierce creature, e.g.; panth er, lion , eagle, hawk etc..

Special Items: All av ailable. Númenórean workmanship is superb and favours geometric motifs as well as strong contrasts su ch as th at sh own by the favoured juxtapos tion of onyx and gold. Special Status: All available.

Special Training: All available. Wealth: Coin age. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 0 Co: +4 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 2 Me: 0 Chain s kill…………………………………… 2 Re: 0 Athletic • Brawn skill category…………………… 1 SD: 0 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 3 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: +3 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: 0 Awareness • Searching s kill category …………… 1 St: +4 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 3 Lang uage skills † …………………………… 12 Ment: 0 Poison: +5 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +15 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Progression: Outdo or • En vironmental s kill category ………… 1 0•7•5•3•1 Power Awarenes s skill category …………………… 2 Channelling Science/Analytic • Bas ic skill catego ry ………… 1 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 1 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 1 Progression: 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 0 10 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 145)…………………………… 40 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.75

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

45

CULTURE/RACE OF NORTHWESTERN ENDOR

CORAIRS The corsairs are descendants of Dúnadan 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 in breeding with the locals has created a somewhat distinct group, although their Dúnadan roots remain strong. Their heritage as sailors and merchantmen from southern Gondor still influences their culture and lifestyle. They long to reclaim Gondor as their own.

PHYSICAL CHARACTER Build: Strong of build. Males average 215 pounds; women, 145 pounds. Coloring: corsairs are generally fair skinned and have grey or bluish eyes and black or dark brown hair. Endurance: Considerable. They do not get seasick. Height: Men average 6’3"; women, 5’9". Lifespan: 95-190 years. Race Abilities: Dúnadan. Resistance: Normal. Special Abilities: They get a special +20 bonus for the following skills: Boat Piloting, Navigation, Rope Mastery, Rowing, Sailing, Star Gazing, Weather Watching. CULTURE Clothing & Decoration: corsairs favor purple, red, and gold clothing made from silk or fine cotton. They wear tunics and only rarely don leggings. Men wear gold collars, while women are welladorned with jewelry. Fears & Inabilities: Disease and illness, and their own natural mortality. Lifestyle: Corair culture reflects the conservative elements found among Gondor’s’ aristocracy, only it is carried to an extreme. The warm coastal influence of Umbar has added some additional influences, most Black Númenórean, and the result is a throwback to the ancient marine culture of Númenor. Marriage Pattern: Monogamous. Line is traced through male. Religion: Corsair religion is preoccupied with Death and Darkness, and largely revolves around ancestor and hero worship. Great Númenórean kings are revered as godlike. 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 state, one of pronounced splendor. Some revere Námo, the Keeper of the Dead, or Varda. OTHER FACTORS Demeanor: Aggressive, haughty, determined, embittered - the corsairs have the attitude of royalty in unjust exile. Language: Starting La nguag es : The first tongue of the Corsairs is Adúnaic (S8/W6), since they identify with Númenor and the line of the Dúnedain. All of them speak Gondor’s common speech Westron (S8/W6), as well as the Haradaic (S8/W6) of Umbars citizenry. A llowed Ad oles cen ce Develop ment: Adúnaic (S10/W10), Westron (S10/W10), Haradaic (S10/W10), Apysaic (S8/W8), Atliduk (S6/W6), Nahaiduk (S6/W6) and Eothrik (S6/W6) (between T.A. 1 - 1856), Eothirric (S6/W6) (between T.A. 1856 - 2510), Rohirric (S6/W6) (T.A. 2510 onwards). Prejudices: The Corsairs are a military group and are locked in constant struggle with their allies the Black Númenóreans and Haradrim. They look upon both groups with suspicion and some disdain. The Black Númenóreans, like the Dúnedain, have in many cases married subject peoples and the Corsairs consider this a sign of weakness. They view the Haradrim as yet another inferior race,

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one which must be tolerated. Their greatest enemy is the Northmen (Rohirrim, woodmen, Beornings, etc,), because they are held to blame for the wars of the kin-strife. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except Anamartar, Beastmaster, Dwarven Berserker, Estehildi, Faradrim Aran, Infantryman of the king`s Corps, Magic Crafter, Marines of the Royal Navy, Faradrim Forod, Selli Niennava, Shaman Priest (MERP), Tracker, Wolfrider. Special Skills: Everyman : Rope Mastery, Rowing, Sailing, Star Gazing; Restricted: None. Standard Hobby Skills: Acrobatics, Acting, Ambush, Apprais al, any Armor skill s, Boat Pikiting, Body Development, Climbing, Cultural Lore, Dance, Embroidery [crafts], first aid, hiding, history, jumping, leadership, metalcrafting, navigation, observation, painting, public speaking, rappelling, region lore, riding, rope mastery, sculpting, signalling, spell lists, sprinting, stalking, star-gazing, swimming, tracking, trading, any weapon skills, weather-wtching, wood-crafting.

OUTFITTING OPTIONS Armour: Any. corsairs who are wealthy adorn their armour with gold chasing or engraving. Some favour wearing a modified version of the old karma helm. Clothing: Males: silk or cotton blouse in the rich colours favoured 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, reacjing to anywhere between the ankles and just above the knee, possessing an elaborate hem (fringed, crenalated, scalloped); belt of heavy gold plates; sandals or leather boots. Female s: silk or cotton blouse with revealing neckline often worn off the shoulder, usually in the rich colours favoured bt 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 (crenelated, fringed, scalloped); bodice with showy laces; ornamental gold belt; sandals or silk slippers. Weapons: Dagger, scimitar, broadsword, short sword, mace, morning star, whip, bola, composite bow, long bow, short bow, flail, quarterstaff, two-handed sword, lance, spear, bastard sword, boar spear, cat of nine tails; cutlass, falchion, harpoon, main gauche, net, pole arm, sabre. BACKGROUND OPTIONS They get 40 Talent Points (4 Backgroun Options). Extra Languages: In addition to the tongues listed above, a Corsair might in unusuall circumstances learn: Black speech (S8/W8), Orkish (S6/W6), Sindarin (S6/W6), and Silvan (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. corsairs favour weapons and tools ornamented with gold. Special Status: All available Special Training: All available. Wealth: Gold pieces of Umbarian mint. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 2 Ag: 0 Soft Leather skill …………………………… 0 Co: +4 Rig id Leather sk ill…………………………… 2 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: 0 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 5 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: +3 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: 0 Awareness • Searching s kill category …………… 1 St: +4 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mmunications skill category…………………… 1 Lang uage skills † …………………………… 10 Chan: 0 Lore • General skill category……………………… 3 Ment: 0 “Own” Regio n Lore s kill…………………… 3 Poison: +5 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Disease: +15 Rid ing skill (us ually horses)………………… 0 Body Dev. Outdo or • En vironmental s kill category ………… 1 Power Awarenes s skill category …………………… 0 Progression: Science/Analytic • Bas ic skill catego ry ………… 1 0•7•5•3•1 Spells • Own Realm Open List Skill Category…… 0 Channelling skill in one s pell list………………………… 1 PP Dev. Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Stalking skill………………………………… 0 Hiding skill …………………………………… 0 Essence Tech/Trade • General skill category……………… 1 PP Dev. Urban skill skill category ………………………… 1 Progresseion: Weapo n • 1 H Con c sk ill category………………… 0 0•6•5•4•3 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 2 Mentalism 1 Weapon Based on Culture/Race ‡………… 2 PP Dev. Weapo n • 2 Han ded s kill category………………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 1 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 1 Soul Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Thro wn skill category ………………… 1 10 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Race Type: Talent Points (cost: 138)…………………………… 40 2 † - May only be allocated u p to the max imum number of Recovery ranks listed for the “allowed ad olescence Multiplier: lang uages”. ‡ - See the specific culture/race en try. 0.75

ADOLESCENCENT SKILL DEVELOPMENT

47

CULTURE/RACE OF NORTHWESTERN ENDOR

DORWINRIM (sing. Dorwinadan) The Dorwinrim occupy the lower Carnen and Uldona valleys and the hilly region running south from the Redwater to the northwest shore of the Sea of Rhûn - the land called Dorwinion. They are a mixture of Northman and Easterling stock.

PHYSICAL CHARACTER Build: Dorwinrim are slightly larger than most groups labeled as “common men”. Males average 155 pounds; females 110 pounds. Overall, they are somewhat stocky and have wide features; narrow noses and eye slits are the only exception. Colouring: Their fair, slightly yellowish complextion is unique. They have subdued eyes which are usually brown (like their straight hair), although some are blue or green. Endurance: Average. Height: Men average 5’9”; women, 5’2” Lifespan: 60-80 years. Race Abilities: Common Man. Resistance: Normal. Special Abilities: +30 to RR versus poisons. +15 acting and public speaking. +10 for boat handling maneuvres. CULTURE Clothing & Decoration: A wide variety of wools and linens. They wear shirts and pants and adorn themselves modestly. Fears & Inabilities: Nothing special. Lifestyle: They are traders and river-men who abandoned their nomadic past in favour of an urban, albeit rustic life. Dorwinion is known for its fine wines and strong oils. Hardy vines cover the land and provide the principal sources of income: grapes and wine. Trees produce olives and olive oil. Additional revenue comes from the Sea of Rhûn: shellfish products, food, and dyes bring good money to the Dorwinrim. Marriage Pattern: Monogamous. The line is traced through the male or female. Religion: Dorwinadan religion is a prominent and stable element. It is a unifying force among a people who have no fromal law and equate authority with power. Donu, a local manifestation of Yavanna, is the Queen of their pantheon. She is their one “MOther Goddess”. Worship centres around the clannish totems (L. “Igana”), holy sysmbols which represent deified heroes blessed by Donu. The heroes are belived to have power over the places they influenced during life and hold sway over their descendants. Therfore, a family or clan guards its territory religiously. The totems are also crucial, since they are belived to have real power and are the sole means of communication withthe hero they represent. OTHER FACTORS Demeanour: The Dorwinrim are known for their hardy, hospitable character. Most favour strong drink and stroy telling and never shy away from celebration. Their distinct rolling laughter and physical closeness (e.g., hugging) adds to their reputation of friendliness, although it is somewhat deceiving; a Dorwinadan may appear closer than he really is. The Dorwinrim are amazingly loyal to riends, and distinctly short or cruel with enemies. Language: Starting La nguag es : The Dorwinrim are well-versed in the commercial tongues of the northwest and north-central Middleearth. They speak fluent Westron (S8/W8) and Logathig (S8/W8), the latter their own home tongue. Since they frequently deal with the Silvan Elves, many have acquainted themselves with the Silvan speech or Sindarin (S6/W6). Allowed Ado lescen ce Develop ment:

48

Westron (S10/W10), Logathig (S10/W10), Silvan (S8/W8), Atliduk (S8/W8), Haradaic (S6/W6), Labba (S6/W6), Nahaiduk (S8/W8), Varadja (S6/W6). Prejudices: Renowned as explorers, traders, and travelers, they have learned much of the spirit of others and enjoy dealing with a wide variety of Elves and men alike. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except Anamatar, Beastmaster, Dwarven Berserker, Estehildi, Faradrim Aran, Infantryman of the king`s Corps, Magic Crafter, Marines of the Royal Navy, Faradrim Forod, Selli Niennava, Shaman Priest (MERP), Surgeon, Tracker, Wolfrider. Special Skills: Ever yman: Religion (Dorwinrim) Res tricted: None. Standard Hobby Skills: any wepon skills, climbing, swimming, attunement, read runes, ambush, stalking, hiding, pick locks, observation, body development, spell lists, languages, acrobatics, acting, appraisal, boat piloting, rowing, cookery, first aid, gambling, rope mastery, trickery, tale telling, sculpting,surfing, skiing, skating, juggling, wood crafts, stone crafts, metal crafts, leather crafts, sewing, fletching, public speaking, diplomacy, seduction, trading, region lore, star gazing.

OUTFITTING OPTIONS Weapons: Battle axe, broadsword, club, dagger, halberd, javelin, long bow, quarterstaff, scimitar, short bow, sling, two-handed sword, long sword. Armour: Any. Dorwinrim prefer the lighter types of armour, although a warrior garded in a full suit of chain ot plate mail is not unknown. Clothing: Males: linen shirt or blouse, usually cream or white; short woolen vest, 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 colours (black, dark grey, tan, sienna, bone, taupe, umber, etc,); linen sash or leather belt; wooden clogs or sturdy leather boots; long, full coat, often with quilting and trapunto to provide protection in the severe weather that visits the area in winter. Females: linen shirt or blouse, usually cream or white; woolen vest, usually more form-fitting on women of marriagable age, looser on children and matrons, with panels of fabric in contrasting earthy shades (orange and charcoal, black and bone, taupe and dark brown, etc,); full woolen skirt in subdued colours (rust, dark grey, tan, sienna, brick, dull yellow, umber, etc.); linen sash or leather belt; wooden clogs or sturdy leather boots; long, full coat, with elaborate quilting and trapunto. BACKGROUND OPTIONS Dorwinadan get 45 Talent Points (4 Background Options). Extra Languages: In addition to the tongues listed above, a Dorwinadan might in unusual circumstances learm: Apysaic (S6/W6), Black Speech (S6/W6), Orkish (S4/W4), Eothrik (S6/W6) (between T.A. 1 - 1856), Eothirric (S6/W6) (between T.A. 1856 2510), Rohirric (S6/W6) (T.A. 2510 onwards), Umitic (S4/W4). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. The Dorwinadan aesthetic sense prefers exquiste simplicity over elaborate ornamentation. Their weapons and tools are beautifully made and posses graceful lines, but little carving or engraving. They do employ gems for insets, however. Special Status: All available. Special Training: All available. Wealth: Silver pieces or kysûri (10 kysûri = 20sp), the unique ivory

coinage of the Dorwinrim. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 0 Co: 0 Rig id Leather sk ill…………………………… 1 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 1 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 1 Lang uage skills † …………………………… 10 Ment: 0 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 2 Rid ing skill (us ually horses)………………… 2 Progression: Outdo or • En vironmental s kill category ………… 3 0•6•4•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 1 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 1 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 1 Weapo n • 1 H Con c sk ill category………………… 1 Mentalism 1 Weapon Based on Culture/Race ‡………… 1 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 12 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 11 5)…………………………… 45 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

49

CULTURE/RACE OF NORTHWESTERN ENDOR

DRUGHU (sing. Drûg) Of all men, none surpass the Drughu in the arts of wood-lore and wood-craft. This very ancient and diminutive race has long been tied to the forests and has remained the greatest lot of woodland warriors ever produced by the Secondborn. Their skills have in fact guarded their narrow survival, for they are considered ugly by men and Elves alike and have been hunted and persecuted since the days of the First Age. The Drughu are few in number, and their clans are only found in the region of Andrast, the high regions of Ered Nimrais and the forrest of Tawar-in-Drúedain. It is rumoured that an isolated clan survives in the Rast Vorn. The Drughu have many names. Drúedain (S. sing. Drúadan) is the label given them by the Elves, while men use various terms: Púkel-men, Wild men (Ro. “Róg” pl. “Rogin), or Woses (Westron). Orcs fear the Drughu and have named them Oghor-hai.

PHYSICAL CHARACTER Build: Drughu generally have a broad, stumpy profile marked by wide, flat features, and deep-set eyes. Short, thick legs, heavy lower bodies, and pronounced brows help give them an eerie character unlike any other men. This uniqueness is accentuated by their peculiar hair growth, for few Wose men have any hair below eye level. Those that do are revered, although even they have no more than a slender patch of black chin hair which lies well below their wide mouths. Nearly all Wose men are bald from the forehead to the back centre of their squat skulls, but take pride in the hair they have along the flanks of the head. Men average 114 pounds; women, 102 pounds. Colouring: Ruddy skin, black hair, and black eyes. Because the Drughu have guarded eyes which are dark and set with black pupils, they appear to gaze from shadowy pools which might be mistaken at a distance for a pair of cavities. one must get quite close to a Wose to notice any eye movement at all, much less any subtle distinctions in the eyes themselves. this haunting feature is made even more unsettling when a Wose is angry; then the pupils glow with a fiery red hue. Endurance: Average. Height: Men average 4’5”; women average 4’0”. Lifespan: 30-50 years. Race Abilities: Drûg. Resistance: Average. Special Abilities: The wide noses of the Drughu are the most sensitive found in man. Even in an open field, they can smell an Orc before another man can see him. Range 100’ upwind, 2000’ downwind, and 500’ in still air. +10 bonus to Awareness categories when dealing with smells. Together with their 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 Drughu are blessed with superb night-vision.Even in the dark forest of the night they can see 1000 feet as if it were daylight. +25 to tracking manoeuvres; +15 for foraging. They have the abilitiy to sit for days on end without movement. With legs crossed, hands on their laps or knees, and eyes closed or facing downward, they can remain silent as a statue. This a fords them peace and allows for recall or meditation. Unfortunately, it apparently does nothing to lengthen their years, for the Drughu generally die at a young age. CULTURE Clothing & Decoration: They often braid their hair, pulling it back

50

to join behind in multiple tails. Drughu wear little or no clothing or adornments. Instead, they prefer to go about relying on their rugged bodies, using pigments to create imagery. Those that are most aquainted the other men occasionally don hide leggings and a breechcloth, and in rugged terrain they employ a distinct high, thick-soled laced shoe. Beyond these trappings, they have little use for the costumes of other men. Fears & Inabilities: Drughu do not like towns and cities. Lifestyle: Drughu are hunter gatherers. They live in clans of 30-40 individuals made up of 4-6 family groups. Wose culture revolves around the forests and plants they hold so dear. They are frugal and eat little, even in the best of times, and they partake of no drink but water. Being exclusively vegetarion, they live on the gifts of the woodlands and are quick to acquire an understanding of the nature and location of nearly every plant in an area - regardless of its size. Only the Elves and Ents exceed their skills in carving and plantlore. It is for their stone sculpture that the Drughu are best known. They carve a variety of motifs and beasts, and employ a particular form in the making of life-like “watch-stones” (Púkel-men). These are guardian statues which they place to protect paths, entries, crossroads, ant the like. Legends surround the watch-stones, most of which are true. it is clear that they are enchanted. Orcs fear them most of all, and with good cause, since the Drughu can communicate with watch-stones of their making and can derive knowledge from the carvings “experiences”. Some very powerful watch-stones actually come to life in order to guard their posts - acting instead of their creators - although in such a case, the Wose sculptor will feel all the pain of his creation. They place these watch-stones and hideous statues around the borders of their lands and at various sensitive sites. Some are used to do no more than dishearten their foes. Marriage Pattern: Monogamous, producing fewyoung. The line is traced through the female. Religion: Many of the watch-stones stand over the Wose holy sites. Unlike many of the other men, particularly the Dunlendings with whom the Drughu are often associated, the Drughu have a strong tradition of organized worship. This is a pronounced animism which revolves around a reverence for nature. They hold Eru and the Valar in proper awe, although they have their own view of the nature of the masters of the world. Of all the Valar, they worship none more than Yavanna, the Giver of Fruits and Queen of the Earth, whom they call Mâm-ugu-Mâm(Pu. “First Mother”). It is she who presides over the kelvar (plants), and it is the plants which breath life into the world of the Drughu.

OTHER FACTORS Demeanour: Drughu generally seclude themselves from other folk and do not take on freinds easily, but when they do, they are unwaveringly loyal. Those that do get to know them will be impressed by their frequent bouts of laughter, since the Drughu will laugth when others sing. Their rich and unrestrained joviality forms quite a contrast to their usual demeanour; normally they appear unemotional and slow to speak. Language: Starting Languag es : When they do talk, the Drughu use the guttural Pûkael (S8/W5) tongue which is ideally suited to their deep voices and is alien to that of other men. At an early age they are taught hand and body motions to send messages, Signaling [Drûg] (rank 6) Allowed Adoles cence Development: Pûkael (S10/W8), Westron (S8/W8), Dunael (S8/W8), Signaling [Drûg] (rank 10). Prejudices: Drughu hate Orcs, Wargs, and Rohirrim. The latter group has occasionally made sport of hunting the Wild Men. Professions: Drughu only produce Barbarians, Laymen, Rogues, Rangers, Drughân (males only). All professions may learn Ranger or Animist base spell lists to 5th

CULTURE/RACE OF NORTHWESTERN ENDOR

level for a cost of 9/9. Training Packages: Only Adventurer, Animal Friend, Crafter, Explorer, Healer, Hermit, Herbalist, Hunter, Loremaster, Midwife, Scout, Shaman Priest (MERP), Traveller, Wanderer, Zealot only. Special Skills: Everyman: All skills in the Outdoor • Environmental skill category, Fauna Lore, Herb Lore, Hiding, Stalking, First Aid Restr icted: All skills in the Urban skill catergory. Standard Hobby Skills: armour • light skills, any weapon skills, climbing, swimming, attunement, ambush, stalking, signaling, hiding, observation, body development, channeling spell lists (open, closed, ranger base, animist base only), camoflage, caving, first aid, foraging, meditation, signaling, weather watching, scultping, body painting [craft], tattooing [craft], tale telling, wood crafts, stone crafts, leadership, flora lore, region lore, history (Wose).

OUTFITTING OPTIONS Weapons: Club, dagger, hand axe, mace, quarterstaff, spear, blowgun, throwing darts, blowgun. Most weapons possess stone blades or tips or attack surfaces and wooden hafts. Armour: None or soft or rigid leather, Drughu rarely wear armour, but tortoise shell, eel hide, and bark strips are the favoured types when it is required. Clothing: Hide leggings; suede breechcloth; suede collar covering the shoulders and falling to the lower ribs; swirling designs in body paint on the face, arms, thighs, and stomach; knee-high shoe with thong fastners along the outer side of the leg. BACKGROUND OPTIONS D rughu get 45 Talent Points (4 Ba ckground Opti ons). Extra Language s: In additi on to the tongues listed above, a Drughu might in unusual c ircumstances lea rn: Rohirric (S6/W6) (T.A . 2510 onwards only), Mental Abilities: All ava ilable. Mystical Abil ities: All available Spell lists must be from the cha nneling ream. Physical Abilities: All a vaila ble. Spe cial Abilities: All available. Spe cial Items: None Availa ble. Spe cial Status: None available. Spe cial Tr aining: All available except Natural Arc her. Wealth: Herbs (Reuk, 9sp; Thurl, 1sp; Te rbas, 2sp; Berterin, 19 gp; Pûra, 28 gp). Mental Flaws: All availa ble except Chivalrous. Physical Flaws: All available. Spe cial Flaws: All a vaila ble Spell lists must be from the channeling ream. H eighte ned Sme ll: You posse ss an acute olfactory se nse. You’re bonus to Awarene ss group skill ma ne uvre s ba sed on smell alone is increased to +30, and you’re Tacking skill bonus ba se d on smell is increased to +55 [20 points]. Bonus Item (I): You have two exceptiona l items, e ither high qualit y or special purpose . Exa ctly wha t item you have is for you and your G M to dec ide ; a spe cial, non-magical bonus of +5 will be applied to the appropriate skil ls affec ted by those items. Stone , w ood, bark, a nd bri ght pigme nt s are the mat eria ls used by Wose craftsmen. F or exa mple you ma y ha ve a +5 lockpick kit that bestows it s bonus upon your Pic k Locks skill. [5 points] Bonus Item (II): As Bonus Item (I), except there it gives a bonus of +10. [7 points] Bonus Item (III): As Bonus Item (I), e xce pt there a re either three items w ith a bonus of +5 each, or one item with a bonus of +15. [10 points] Bonus Tattoo (I): You ha ve a ta ttoo that ha s been enchanted w ith a bonus. Either +5 to a Re sist anc e Rol l or skill (with a sta ndard or combine d progression). Or +2 t o a Skill Caregory (with a sta ndard progression) or Skill (w ith a 0 • 1 • 1 • 0.5 • 0 progresssion) or Power Points. Or +5 Hit Points. [5 points] Bonus Tattoo (II): As Bonus Tattoo (I), exc ept the bonus is either +10 to a Resistance Roll or skill (w ith a standard or c ombine d progression). Or +4 to a Skill Caregory (with a standard progression) or Skill (with a 0 • 1 • 1 • 0.5 • 0 progresssion) or Power Points. Or +15 Hit Points. [10 points] Bonus Tattoo (III): As Bonus Tattoo (I), except either +15 to a Resistance Roll or skill (with a standard or combine d progression). O r +6 to a Skill Caregory (with a standard progression) or Skill (with a 0 • 1 • 1 • 0.5 • 0 progresssion) or Powe r Point s. O r +30 H it Points. [15 points] D aily Tattoo (I): You ha ve a ta ttoo that mystical ly casts spells when you desire. The ta ttoo ca n only conta in a spell from the Channelling Rea lm (subjec t to your GM’s a pprova l). The tattoo is a Daily Tattoo I. [5 points] D aily Tattoo (III): As Daily Item (I), except the ta ttoo is a D aily Tattoo III. [10 points] D aily Tatoo (V):A s Da ily Item (I), exce pt. the tattoo is a Daily Ta ttoo V. [20 points] Loyal D om esticated Animal: You have a common ani mal that is complete ly loyal to you. [5 points] Loyal Unusual Cre ature: A s Loyal D omestic ated Animal, e xc ept the c rea ture is not

common in any w ay. [15 points] Tattoo (I): You have a magical ta ttoo that can hold a 1st leve l spel l (from the channe lling re alm only). The spe ll can only be cast once , then it`s gone . H owe ve r a new spell of equal le vel t o the tattoo, or below can be pla ced into the tattoo using an Imbe dding spell. [3 points] Tattoo (IV): A s tatt oo (I), exc ept the tattoo c an hol d 1st to 4th level spel ls. [5 points] Tattoo (VI): A s Tattoo (I), e xce pt the tattoo ca n hold 1st to 6th leve l spells. [10 points] Tattoo (VIII): A s Tat too (I), exce pt the ta ttoo ca n hol d 1st to 8th le ve l spel ls. [20 points] Special He rb/Poison: You have some kind of magical herb or poison. The GM should det ermine e xac tly what (the equipment se ction has a l isting). [3 points] Spell Adder Tattoo (+1): A spe ll adder tattoo allows you to c ast an extra spell per day (channe lling spells only) wit hout the expe nditure of PPs. [5 poi nts] Spell Adder Tattoo (+2): As Spell Adde r (+1), except allows up to two spells pe r day. [10 points] Spell Adder Tat too (+3): As Spe ll Adder (+1 ), e xce pt allows uo to three spe lls per day [15 points]

ADOLESCENCENT SKILL DEVELOPMENT Armour • Ligh t skill category …………………… 3 Soft Leather skill …………………………… 3 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Chain s kill…………………………………… 0 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 2 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 3 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 3 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 0 Lang uage skills † …………………………… 4 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 8 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill category…………… 0 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 1 Subterfuge • Stealth skill category ………………… 2 Ambush……………………………………… 2 Subterfuge • Stealth skill category ………………… 4 Stalking skill………………………………… 4 Hiding skill …………………………………… 4 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 2 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Pole arms s kill category ………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • Thro wn skill category ………………… 4 1 Weapon Based on Culture/Race ‡………… 4 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 122)…………………………… 45 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages”. ‡ - See the specific culture/race en try.

Stat Bonuses: Ag: 0 Co: +2 Me: 0 Re: 0 SD: +4 Em: 0 In: +4 Pr: -2 Qu: 0 St: 0 RR Mods: Ess: +20 Chan: 0 Ment: 0 Poison: 0 Disease: 0 Body Dev. Progression: 0•6•5•2•1 Channelling PP Dev. Progression: 0•7•6•5•4 Essence PP Dev. Progresseion: 0•4•3•2•1 Mentalism PP Dev. Progression: 0•4•3•2•1 Soul Departure: 12 Race Type: 2 Recovery Multiplier: 1.0

51

CULTURE/RACE OF NORTHWESTERN ENDOR

DÚNEDAIN (of Gondor) (sing. DÚNADAN) Dúnedain of Gondor are descendants of the Edain who settled on the island kingdom of Númenor during the Second Age. It was their Númenorean forefarthers who colonized and conquered much of Middle-earth. When the Isle of the West sank into the sea during the Downfall of S.A 3319, one group of survivers landed at Pelargir and founded Gondor, the Realm in Exile. Like all their brethern, they have traces of Elven and (even a little) Maia blood. N ote: Use this category of Men for the me mbers of the royal and princely houses of Gondor (e.g., Stewards like Denethor II and Princes like Imrahil of Dol Amroth).

PHYSICAL CHARACTER Build: Tall and strong. Men average 193 pounds; women, 163 pounds. Colouring: Fair skin and black or dark brown hair. They have grey, hazel, blue, or green eyes. They have no facial hair. Endurance: Considerable. Height: Men average 6’4"; women, 5’11". Lifespan: 250-300 years. Race Abilities: Dúnadan. Resistance: Normal. Special Abilities: None. CULTURE Clothing & Decoration: Rich and well made, with elaborate collars. The Dúnedain of lowland Gondor wear light tunics and often go without leggings. Those of colder areas wear more. They favour feathers and white symbols on dark fields. Men grow their hair to their shoulders, women to their waist. Fears & Inabilities: The Dúnedain fear Death, for they are acutely aware of their own great skills and potential. Lifestyle: Well organized, comfortable, and centred around cosmopolitan cities and towns. Marriage Pattern: Monogamous. They often marry folk of other races. The line is traced through the male. Religion: Restrained and personal. The Dúnedain revere Eru and all the Valar, especially Manwë, Araw (Oromë) and Varda. They have elaborate burials involving preservation of the body. OTHER FACTORS Demeanour: Noble, confident, impatient, proud, and often haughty. many see themselves as teachers and guides to the “lesser men” of middle-earth. Language: Starting L anguages: Their original tongue is Adúnaic (S8/W6), but many speak Westron (S8/W6). Many also speak Sindarin (S6/W6) and a little Quenya (S2/W2). Allowe d Adole sce nce De velopme nt: Adúnaic (S10/W10), Westron (S10/W10), Sindarin (S8/W8), Quenya (S6/W6), Dunael (S6/W6), Haradaic (S8/W8), Eothrik (S6/W6) (between T.A. 1 - 1856), Eothirric (S6/W6) (between T.A. 1856 - 2510), Rohirric (S6/W6) (T.A. 2510 onwards). Prejudices: The Dúnedain hate the Corsairs, for they blame them for the kin-strife, Gondor’s civil war. They also despise the Black Númenoreans. The Dunlendings, Haradrim, Wargs and Orcs have always been their enemies. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. The royal lines, court artisans, and court seers practice various forms of traditional and blessed magic (e.g., swordmaking and observations through Seeing-stones). Training Packages: Adventurer, Amateur Mage (rare), Apothecary,

52

Animal Handler, Animal Friend (rare), Architect, Anamatar, Astronomer, Cloistered Academic, Crafter (rare), Estehildi, Explorer, Faradrim Aran, Fortune Teller, Healer, Hermit (rare), Herbalist, Hunter, Kings Corps, Loremaster, Noble, Royal Navy (Marine), Merchant (rare), midwife, Sage, Surgeon, Traveller, Wanderer, Weapon Master, Zealot (rare). Special Skills: Everyman: none; Restric ted: None. Standard Hobby Skills: Animal Handling, any Armour skills, Boat Piloting, Body Development, Diplomacy, Dancing, Culture Lore (Gondorian), Culture Lore (Elven), Embroidery [crafts]. First aid, fletching, hiding, history (Gondorian), History (Numenorean), jumping, languages, leadership, meditation, metal-crafts, military organization, observation, play instrument, Poetry, poetic improvisation, pole vaulting, public speaking, read runes, riding, rope mastery, sewing, singing, sprinting, stalking, star-gazing, stonecrafts, swimming, Tactical Games, tactics, tracking, any weapon skills, weather-watching.

OUTFITTING OPTIIONS Armour: Any. Dúnedain warriors have access to some of the best armour made, as well as the powerful physique necessary to feel comfortable in the heavier types. Clothing: Go ndorian males: silk or cotton undershirt, usually white or a pastel; rich hued silk or cotton waistcoat with eleborate sleeves (gathered, slashed, multipole puffs), close-fitting bodice, and wide skirt pieces; belt of finely dyed leather and gold or silver links; decorative collar, eleborately embroidered, covering the shoulders but revealing the neck; sandels or soft shoes; quilted cape with generous hood and wide sleeves. Gondor ian females: silk or cotton undershift, usually white or a pastel, often sleeveless; rich hued silk or cotton gown with eleborate sleeves (gathered, slashed, multipole puffs), close-fitting bodice; silk sash or girdle; decorative collar, eleborately embroidered, covering the shoulders but revealing the neck and chest; sandels or soft shoes; quilted cape with generous hood and wide sleeves. Weapons: Battle-axe, broadsword, composite bow, dagger, flail, halberd, lance, long bow, mace, morning star, quarerstaff, short sword, spear, two-handed sword, war hammer, bastard sword, boar spear, falchion, war mattock. BACKGROUND OPTIONS The Dúnedain are traditional and well-educated. They have a well organized society. This, combined with the fact that their early days are so filled with learning, gives them 50 Talent Points (5 Background Options). Extra Languages: In addition to the tongues listed above, a Dúnedan might in unusual circumstances learn: Atliduyk (S6/W6), Labba (S6/W6), Logathig (S8/W8), and Nahaiduk (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: No spell adders or daily spell items. Special Status: All available. Special Training: All available. Wealth: Gold and silver pieces. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. Elf Friend: You are well acquainted with the Elves, and are immediately respected by any Elf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Elves, and you know three extra ranks in the Elvish language of your choice [17 points]. Lesser Dúnedain (les ser): Your’re bloodline has been diluted, through intermarriage with the local population. It might be possible for you to grow facial hair. To improve your standing amoung pure bloods,

CULTURE/RACE OF NORTHWESTERN ENDOR

you should keep yourself clean shaven. You have a lifespan of 185260 years [-3 points]. Lesser Dún ed ain (minor): As Lesser Dúnedain (lesser) except; your RR vs. Disease is modified by -10, your body development progression is now 0•6•4•2•1, lifespan of 95-190 years [-10 points]. Lesser Dúnedain (major): As Lesser Dúnedain (lesser) except; your St and Co bonus is modified by -2, your Pr bonus by -1, your RR vs. Disease is modified by -10, your body development progression is now0•6•4•2•1, lifespan of 90-140 years [-25 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 0 Co: +4 Rig id Leather sk ill…………………………… 1 Armour • Mediu m skill category………………… 2 Me: 0 Chain s kill…………………………………… 2 Re: 0 Athletic • Brawn skill category…………………… 1 SD: 0 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: +3 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: 0 Awareness • Searching s kill category …………… 1 St: +4 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 3 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 3 Lang uage skills † …………………………… 12 Ment: 0 Poison: +5 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +15 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Progression: Outdo or • En vironmental s kill category ………… 1 0•7•5•3•1 Power Awarenes s skill category …………………… 2 Channelling Science/Analytic • Bas ic skill catego ry ………… 1 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 1 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 2 Progression: 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • 2 Han ded s kill category………………… 1 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 1 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 10 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 0 2 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 95)…………………………… 50 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.75

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

53

CULTURE/RACE OF NORTHWESTERN ENDOR

DÚNEDAIN (of the Lost Realm) (sing. DÚNADAN) The Dúnedain of the lost Realm of Arnor are the descendants of the Faithful Númenoreans. Who fleeing the sinking of Westernesse (the isle of Númenor) in S.A. 3319, settled in Eriador and founded Arnor the Realm in Exile. The Dúnedain realm of Arnor was sundered in T.A. 861 into three sister states; Arthedain, Cardolan and Rhudaur, split between three princes. Cardolan lasted until T.A. 1409 when it’s King and princes fell to the forces of the Witch-king at the battle of Amon Sûl. For the next 300 years the remnants of Cardolanon nobility formed petty states and claimed authority. Rhaudaur became an ally to Angmar sometime after T.A. 1301 and by the end of the 14th century had became a puppet state. Like all their brethern, they have traces of Elven and (even a little) Maia blood. N ote: Use this category of Men for the me mbers of the royal and prince ly house s of Arnor (e .g., Argeleb I I), as w ell as the ir direct de sc endants (e .g., Rangers like Aragorn) .

PHYSICAL CHARACTER Build: Tall and strong. Men average 256 pounds; women, 163 pounds. Colouring: Fair skin and black or dark brown hair. They have grey, hazel, blue, or green eyes. Endurance: Considerable. Height: Men average 6’7"; women, 6’00". Lifespan: 250-300 years. Race Abilities: Dúnadan. Resistance: Normal. Special Abilities: None. CULTURE Clothing & Decoration: Traditionally simple and elegant among the Arthedainian. Cardolanian and Rhudaurian Dunedain favor more functional clothing. Leggings and tunics are the norm. Fears & Inabilities: The Dunedain do not so much fear death as dread the ending of their works upon Arda, but their obsession with burial rites is seen by most other peoples as a fear of death. Lifestyle: Well organized, comfortable, and centred around cosmopolitan cities and towns. The Arthedainian are fairly contemplative, and value intellectual work highly, while their brethren in Cardolan and Rhudaur live lives of intrigue, warfare, and subsistence. Marriage Pattern: Monogamous. They often marry folk of other races. The line is traced through the male. Religion: Restrained and personal. The Dúnedain revere Eru and all the Valar, especially Manwë, Araw (Oromë) and Varda. They have elaborate burials involving preservation of the body.

OTHER FACTORS Demeanour: Noble, confident, impatient, proud, and often haughty. many see themselves as teachers and guides to the “lesser men” of middle-earth. Language: Startin g Lan guag es: Their original tongue is Adúnaic (S8/W6), but many speak Westron (S8/W6). Many also speak Sindarin (S6/W6) and a little Quenya (S2/W2). Allowed Adoles cence Development: Adúnaic (S10/W10), Westron (S10/W10), Sindarin (S8/W8), Quenya (S6/W6), Dunael (S6/W6), Kuduk (S6/W6), Eothrik (S6/W6) (between T.A. 1 - 1856), Eothirric (S6/W6) (between T.A. 1856 - 2510), Rohirric (S6/W6) (T.A. 2510 onwards). Prejudices: They hate the Angmarrim. They despise the Black Númenoreans. The Dunlendings, Wargs and Orcs have always been

54

their enemies. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. They are well-suited to magic, the royal lines, court artisans, and court seers practice various forms of traditional and blessed magic (e.g., sword-making and observations through Seeing-stones). Training Packages: All available except Animal Handler, Burglar, City Guard, Con Man, Cut Purse, Farmer, Fortune Teller, innkeeper, labourer, Midwife, Performer, Sailor, Scout, Selli Niennava, Shaman Priest, Soldier and the training packages specific to other race/cultures. Special Skills: Ever yman: none; Restricted : None. Standard Hobby Skills: Animal Handling, any Armour skills, Boat Piloting, Body Development, Diplomacy, Culture Lore, Embroidery [crafts]. First aid, fletching, hiding, history, jumping, languages, leadership, meditation, metal-crafts, military organization, observation, play instrument, poetic improvisation, pole vaulting, public speaking, read runes, riding, rope mastery, sewing, singing, skating, skiing, sprinting, stalking, star-gazing, stone-crafts, swimming, tactics, tracking, any weapon skills, weather-watching.

OUTFITTING OPTIIONS Armour: Any. Dúnedain warriors have access to some of the best armour made, as well as the powerful physique necessary to feel comfortable in the heavier types. Clothing: Arno rian males: linen, silk or woolen undershirt, in a rich clour (maroon, celestial blue,purple, navy blue), with close fitting sleeves; woolen under-hose; silk or woolen outer hose; flowing silk, or woolen tunic (rich hues) with wide, flowing sleeves ornamented with fine embrodery and appliqué; decorative leather belt often set with precious 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. Arno ria n fema les: linen, silk or woolen undershift, in a rich clour (royal blue, deep red, sky blue, violet, midnight blue), with close fitting sleeves; woolen under-hose; silk or woolen outer hose; flowing silk, or woolen gown (rich hues) with wide, flowing sleeves ornamented with fine embrodery and appliqué; decorative leather belt or girdle often set with precious stones; silk or woolen collar covering the shoulders and often the neck, decorative bands of embroidery at the top and bottom edges; headpiece of lace or embroidered fabric, crescent-shaped, with one point hanging onto the forehead; soft slippers;leather ankle boots; quilted cape with generous hood and wide sleeves; fur over-cloak. Weapons: Battle-axe, broadsword, composite bow, dagger, flail, halberd, lance, long bow, mace, morning star, quarerstaff, short sword, spear, two-handed sword, war hammer, bastard sword, boar spear, falchion, war mattock. BACKGROUND OPTIONS The Dúnedain are traditional and well-educated. They have a well organized society. This, combined with the fact that their early days are so filled with learning, gives them 50 Talent Points (5 Background Options). Extra Languages: In addition to the tongues listed above, a Dúnedan might in unusual circumstances learn: Blaem (S6/W6), Labba (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available to Arnorian Dúnedain. Special Status: All available. Special Training: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Wealth: Gold and silver pieces. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. Dwarf Frien d: You are well acquainted with the Dwarves, and are immediately respected by any Dwarf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Dwarves, and you know three extra ranks of spoken Kuduk [20 points]. Elf Fr iend: You are well acquainted with the Elves, and are immediately respected by any Elf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Elves, and you know three extra ranks in the Elvish language of your choice [17 points]. Lesser Dúnedain (lesser): Your’re bloodline has been diluted, through intermarriage with the local population. You have a lifespan of 185260 years [-3 points]. Lesser Dún ed ain (minor): As Lesser Dúnedain (lesser) except; your RR vs. Disease is modified by -10, your body development progression is now 0•6•4•2•1, lifespan of 95-190 years [-10 points]. Lesser Dúnedain (major): As Lesser Dúnedain (lesser) except; your St and Co bonus is modified by -2, your Pr bonus by -1, your RR vs. Disease is modified by -10, your body development progression is now0•6•4•2•1, lifespan of 90-140 years [-25 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 0 Co: +4 Rig id Leather sk ill…………………………… 1 Armour • Mediu m skill category………………… 2 Me: 0 Chain s kill…………………………………… 2 Re: 0 Athletic • Brawn skill category…………………… 1 SD: 0 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: +3 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: 0 Awareness • Searching s kill category …………… 1 St: +4 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 3 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 3 Lang uage skills † …………………………… 12 Ment: 0 Poison: +5 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +15 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Progression: Outdo or • En vironmental s kill category ………… 1 0•7•5•3•1 Power Awarenes s skill category …………………… 2 Channelling Science/Analytic • Bas ic skill catego ry ………… 1 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 1 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 2 Progression: 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • 2 Han ded s kill category………………… 1 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 1 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 10 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 0 2 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 100)…………………………… 50 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.75

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

55

CULTURE/RACE OF NORTHWESTERN ENDOR

DUNLENDINGS Also called “Hillmen” this group of Common Men traditionall y li ves in th e hill s and highlands west of the Anduin Valley. Many have b ecome settled farmers and herders and make up majority populations in Eriador. Others remain pure and live in the foothills and mountain vales.

PHYSICAL CHARACTER Build: They are of medium to stocky build and rugged, with little body hair. Men average 175 pounds; women, 135 pounds. Colouring: They have a tanned or ruddy complexion and brown hair. Endurance: They are superb mountaineers and handle tough terrain With little additional effort. Height: Men average 5’10"; women, 5’6". Lifespan: Short; about 50-80 years. Race Abilities: Daen. Resistance: Normal. Special Abilities: They get a special +20 bonus for Scaling skill, Acrobatics skill, Public Speaking skill, and Acting skill. CULTURE Clothing & Decoration: Crude wool and hide tunics with leggings. They also wear rough over-coats, short cloaks, and fur hats. The woollens are woven in bright plaids, the colours indicating the wearer’s family lines and clan. Ritual tattooing is widespread. Fears & Inabilities: Numerous superstitions, notably a fear of Darkness centring around the spirits in the earth and plants (which come forth at night). Lifestyle: Hillmen are herders, hunters, and gatherers who live in extended families and reside in villages and fortified clan-holds. They use chariots. Extremely theatric, they are gifted poets, musicians, singers, and storytellers. Pugnacious, they often settle disputes by raiding, fighting, or even warring on one another (and of course others). Marriage Pattern: Monogamous, but one must marry outside the family. Political marriages common. Line traced through the female. Religion: Superstitious rituals devoted to a complex grouping of vengeful petty deities. Many are vaguely based on the Dunlendings peculiar interpretations of the Valar. Oral traditions are crucial to the keeping of histories and law. Sacrifices are widespread and the clergy are both revered and feared. OTHER FACTORS Demeanour: Suspicious and self-centred, yet vocal and animated. They love to talk, laugh, sing, and scream. Language: Starting Languages: Dunael (S8/W4), Westron (S8/W4). Allowed Adolescence Development: Dunael (S10/W10), Westron (S10/W10), Rohirric (S6/W6) (only T.A. 2510 onwards). Prejudices: Dunlendings generally hate the Rohirrim and Woses above all, although many also despise the Dúnedain, Dwarves, and Orcs. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except, Apothecary, Architect, Cloistered Academic, City Guard, Loremaster, Sailor, Sage, Scribe Surgeon and the training packages specific to other race/cultures.

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Amateur Mages are rare. Special Skills: Everyman: Driving, Herding, Horticulture, Hunting, Play Instrument, Poetic Improvisation, Singing, Tale Telling; Restricted: None. Standard Hobby Skills: Acrobatics, Acting, Ambush, Animal Handling , any Armour • Light skills, Attunement, Body Development, Painting (body painting), Brawling, Caving, Cli mbi ng, Directed Sp ells , Foraging , Hidin g, His tory (Dunlendings), Jumping, Leather-crafting, Metal-crafting, Observation, Play Instrument, Poetic Improvisation, Public Speaking, Region Lore (local) , Riding, Scaling, Singing, Spell Lists, Sprinting, Stalking, Star-gazing, Swimming, Tale Telling, Tattooing [craft], Tracking, any weapon skills, Weather-watching.

OUTFITTING OPTIONS Armour: None or soft leather. Some elite warriors fight naked. Clothing: Males: woolen (vibrant plaid in a variety of colours: forest green, scarlet, royal blue, white, yellow, dark blue, orange, etc.) or hide-tunic; breeches or a short skirt of wool or hide; short woolen jacket or cape worn over one shoulder; stout leather belt; decorative torque around the neck; hide leggings; soft leather footgear permitting superb manoeuvering in rough terrain; fur over coat and hat; hair worn in a braid or many small braids or bleached with a lime-wash causing it to clump in spikes standing away from the scalp like a fistful of daggers. Females: Linen or wool shirt (usually white or cream); full woolen skirt (vibrant stripes or plaid); woolen bodice (sometimes a solid colour); woolen jacket or cape worn over one shoulder; soft leather footgear or stout boots; fur over-coat and hat; hair worn long, usually in multiple braids which are then woven together to form elaborate buns or twists. Weapons: Broadsword, club, dagger, hand axe, javelin, short bow, spear, cudgel. BACKGROUND OPTIONS Dunlendings get 55 Talent Points (5 Background options). Extra Languages: In addition to the tongues listed above: Rohirric (S10/W10) (only T.A. 2510 onwards) and Logathic (S8/W8). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Hillmen 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). Special Status: All available. Special Training: All available. Wealth: Goods to be bartered or exchanged for coinage: 10 deerskins, finely worked, worth 2 sp each: 5 skunk pelts worth 4 sp each; 4 red fox pelts worth 5 sp each; a bale of carded wool worth 20 sp. A selection of pelts (black fox, 5 gp; marten, 8 gp; black sable, 10 gp; ermine, 13 gp; golden sable, 15 gp; mink, 11 gp; red sable, 12 gp; white fox, 7 gp or a selection of herbs worth 1-200 gp. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR ADOLESCENCENT SKILL DEVELOPMENT

Stat Bonuses: Ag: 0 Co: +2 Me: 0 Re: 0 SD: 0 Em: 0 In: +2 Pr: 0 Qu: 0 St: +2 RR Mods: Ess: 0 Chan: 0 Ment: 0 Poison: 0 Disease: 0 Body Dev. Progression: 0•6•4•2•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•5•3•2•2 Mentalism PP Dev. Progression: 0•6•5•4•3

Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 1 Armour • Medium skill categ ory ………………… 0 Chain s kill…………………………………… 0 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 5 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 3 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 1 Lang uage skills † …………………………… 4 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 4 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill category…………… 0 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 2 Stalking skill………………………………… 2 Hiding skill …………………………………… 2 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 1 H Edged skill category ……………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • Pole arms s kill category ………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • Thro wn skill category ………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 62)…………………………… 55 † - May only be allocated u p to the max imum number of ranks listed for the “allowed adolescence languages ”. ‡ - See the specific culture/race en try.

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EASTERLINGS This term refers to a collection of peoples who live in northcentral Middle-earth, the area to the east of the western shore of the Sea of Rhûn. These nomadic confederations are ever in search of territory and wealth and periodically invade the lands of their neighbours. 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 cantres on the westernmost Easterling people - the Sagath.

PHYSICAL CHARACTER Build: Compact and agile. Men average 135 pounds; women, 95 pounds. Colouring: Swarthy, with a tan or yellowish/tan quality. Endurance: Normal, although they CAN ride horses, wagons, or chariots for long periods without exhaustion (accumulate only half normal exhaustion in these conditions). Height: Short to medium. Men average 5’6"; women, 5’1". Lifespan: Short, about 40-65 years. Race Abilities: Common Men Resistance: Normal. Special Abilities: They are superb with riding animals and produce fabulous horsemen. They get a special +20 bonus for Mounted Combat and all Outdoor • Animal skills. CULTURE Clothing & Decoration: Colourful linen cloaks, woollen tunics, leather pants, and lower leg protectors. They also wear fur hats with ear flaps, or fur-covered pot helms. Some groups paint their upper bodies and faces. Fears & Inabilities: Darkness and thunderstorms. Lifestyle: They are nomads who live in mobile camps and move their camps using great wagons (wains). Warriors all, they also herd horses and cattle. The leaders travel in, and fight from, rugged war chariots. Marriage Pattern: Men may take more than one wife, but this is rare and costly since they must pay a bride-price. The line is traced through the male. Religion: Superstitious rituals concerning nature spirits and heroic ancestral deities. Many worship Darkness and Morgoth. OTHER FACTORS Demeanour: Cold, determined, brave to the point of foolhardiness. They relish, or are at the least unconcerned with, death in battle. Language: Starting Languages: Most speak a Logathig dialect (S8/W6), as well as a smattering of Westron (S4/W4). Allowe d Adole sce nce Dev elopme nt: Logathig (S10/W10), Westron (S10/W10), Apysaic (S6/W6), Black speech (S8/W6), Haradaic (S6/W6), Varadja (S8/W6). Prejudices: Nomads have little regard for anyone except their own people. They hate the Dúnedain. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except Apothecary, Astronomer, Architect, Beastmaster, Cloistered Academic, Cut Purse, Farmer, Innkeeper, Loremaster, Midwife, Sailor, Sage, Surgeon and the training packages specific to other race/cultures. Special Skills: Everyman: Mounted Combat skill and all Outdoor • Animal skills involving horses (unless Profession cost is cheaper); Restricted: None. Standard Hobby Skills: 1-H edged weapon skills, 2-H weapon skills, Acrobatics, Ambush, Animal Handling, Attunement, Body Development, Painting (body painting), Bone-carving [Crafts], Contortions, Crewelwork [Crafts], directed spells, fauna lore,

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fl et ching , foraging , hiding, leather-crafts, military organization, observation, riding, signaling, spell lists, stalking, stargazing, tactics, tale telling, thrown and missile weapon skills, tracking, weather-watching.

OUTFITTING OPTIONS Armour: None but shield and helm. Clothing: Males: woolen or li nen tu nic (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, kneehigh leather boots with lacing on the outside calf to snug them to the leg; colourful linen cloak pieced together from scraps dyed a variety of colours (red, blue, green, yellow); fur hat with ear flaps. Female: 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 sleeves, stand-up collar, with buttons or individual ties at intervals to secure it closed; soft, unconstructed, knee-high leather boots with lacing on the outside calf to snug them tothe leg; colourful linen cloak pieced together from scraps dyed a variety of colours (red, blue, green, yellow); fur hat with ear flaps. Weapons: Bola, dagger, javelin, scimitar, short bow, short sword, sling, long sword, usriev. BACKGROUND OPTIONS Easterlings get 50 Talent Points (5 Background Options). Extra Languages: In addition to the tongues listed above, and Easterling might in unusual circumstance learn: Labba (S4/W4), Orcish (S6/W6), Eothrik (S4/W4) (between T.A. 1 - 1856), Eothirric (S4/W4) (between T.A. 1856 - 2510), Rohirric (S4/W4) (T.A. 2510 onwards), Silvan (S4/W4). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Nomad crafts involve shapely creations from bone, leather, iron and bronze. Special Status: All available. Special Training: All available. Wealth: Livestock and possibly a wain (wagon) or a war chariot (draft-kine, 20 sp each; light horse, 45 sp each; wain, 6 gp; war chariot, 25 gp). Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 0 Co: 0 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 2 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 4 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 5 Rid ing skill (us ually horses)………………… 5 Progression: Outdo or • En vironmental s kill category ………… 3 0•6•4•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 1 Progression: 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Departure: Weapo n • Pole arms s kill category ………………… 2 12 1 Weapon Based on Culture/Race ‡………… 2 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 77)…………………………… 50 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR

ERIADORIANS This is a generalized label for the folk of Eriador, the common men inhabiting the lands that once comprised the kingdom of Arnor. Eriadorians contain varying degrees of Daen, Northman, and Dunadan blood. Note: Use this cate gory for c haracters who are not of pure Dúnadan blood, but are born and raised in Eriador (mainly within the territories of Arthedain, Rhudaur, Cardolan).

PHYSICAL CHARACTER Build: All types, but normally medium. Men average 160 pounds; women, 125 pounds. Colouring: Variations of fair to tan or olive skin. All colors of hair and eyes. Endurance:Average. Height: Males average 5'10", women 5'4". Lifespan: Moderate, averaging 60-80 years. Race Abilities: Common men. Resistance: Normal. Special Abilities: None. CULTURE Clothing & Decoration: Practical wool and linen garb, including cloaks, boots, etc. Tunics are worn in warmer areas; shirts belted over pants or skirts and leggings predominate in cooler locales. Fears & Inabilities: Nothing special, aside from local superstitions. Lifestyle: Ur ban folk: are a varied, rather cosmopolitan lot. Many are from mercantile or guild backgrounds and some have dealt with enchantments. Rural folk: are mostly farmers and herders with little contact with areas outside their village or region. Marriage Pattern: Monogamous. The line is traced through either the male or female. Religion: Variations of subdued rituals. Most have reverence for local spirits, although the principal worship focuses on Eru and the Valar. Araw (Oromé) is the patron spirit of common men. As farners, they often pray to Yavanna, the Queen of the Earth. They call her “Dalam” or “Aedalam”. OTHER FACTORS Demeanour: Practical, hard-working, quiet, loyal, and often shy. Language: Starting Language s: The Common Speech, Westron (S8/W6) is their chief tongue, although local dialects abound. Allowed Adolesc enc e Development: Westron (S10/W10), Sindarin (S8/W8), Adunaic (S6/W6). Prejudices: Ur ban folk: are worldly enough to deal with most outsiders. They hate no race, aside from the Orcs and wargs. Rura l folk: are suspicious of most outsiders and might be in awe of some. They hate no race, aside from the Orcs and Wargs. Professions: No pure or hybrid spell users except for Animists, who along with semi spell users are exceedingly rare and no Barbarians. Training Packages: Only Adventurer, Animal Handler, Animal Friend, Burglar, City Guard, Con Man, Cut purse, Explorer, Farmer, Fortune Teller, Healer, Hermit, Hunter, innkeeper, labourer, Mercenary, Midwife, Performer, Sailor, Scout, Selli Niennava, Soldier, Spy, Traveller, Wanderer, Weapon Master (rare), Zealot. The Eriadorians of Cardolan can also be Apothecary, Crafter, Herbalist, Merchant, Scribe, Surgeon, Special Skills: Ur ban folk: Everyman: all skills in the Urban category; Restr icted : None. Rura l folk: Everyman: none; Resticted : none. Standard Hobby Skills: Urba n folk: Acrobatics, Acting, Ambush, Animal Handling, Appraisal, any Armour skills, Boat Piloting (only

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available to Gondorians in cities on the river or shore), Body Development, Bribery, Climbing, Contortions, Cooking, Dancing, Diplomacy, Disarming Traps, Embroidery [Crafts], First Aid, Fletching, Gambling, Hiding, History (City), interrogation, juggling, languages, leather-crafting, metal-crafting, obseration, painting, picking locks, plat instrument, public speaking, read runes, region lore (local), riding, sculpting, seduction, sewing, singing, stalking, stilt-walking, stone-crafting, tightrope-walking, trading, trap building, trickery, any weapon skills, wood-crafting. Rur al folk: Armour • Ligh t skills, Acro bati cs, Ani mal Handling, Caving, Climb, Co ok i ng , Co ok i ng (Brewi ng), Dancing , Foraging, Hiding, Leathercrafting, Observation, Rope Mastery, Scaling, Stalking, Star-gazing, Swimming, Tracking, any Weapon skills, Weatherwatching, Wood-crafting.

OUTFITTING OPTIONS Armour: Soft Leather or no armour. Clothing: Warm locale: knee-length tunic and wide leather belt or short tunic belted over a full, linen skirt; boots; short wool cape. Cool locale : linen shirt under a wo olen tunic; wide leather belt; woolen breeches or full wooled skirt over wool leggings; boots; long, hooded, wool cloak. Linens are undyed, unbleached soft white. Woolens are subdued green, grey or brown. Weapons: Dagger, hand axe, club, throwing dagger, sling, quarterstaff, fishing spear (treat as -5 javelin).

BACKGROUND OPTIONS Urban Eriadorians get 55 Talent Points (5 Background Options). Rural Eriadorians get 55 Talent Points (5 Background Options). Extra Languages: In addition to the tongues listed above: anl Eriadorian might in unusual circumstances learn: Adûnaic (S4/W4), Blarm (S8/W8) and Dunael (S8/W8), more commonly encountered in southeastern Eriador, kuduk (S6W6). Mental Abilities: All available. Mystical Abilities: Only Danger Sense, Magical Resistance, Resistance, Undetectable, Unnatural Aging, Visions available. Physical Abilities: All available. Special Abilities: All available. Special Items: Ur ban folk: All available. Items made by urban Gondorians display high quality craftsmanship and include durable materials often unavailable in more rural societies (steel being a prime example). Enchanted metals (mithril, eog, etc.) are not normally available, however. R ural folk: Spell adders and daily items not available. Weapons and tools are usually crude, but servicable, wood, bronze, iron, leather, wool and linen are the most abundant materials. Special Status: All available. Special Training: All available. Wealth: Urba n folk: silver pieces of Gondorian mint. Ru ral folk: Mainly in livestock which may be sold for coinage: a milk cow (20

CULTURE/RACE OF NORTHWESTERN ENDOR

sp), a pair of sheep (10 sp each), four goats (5 sp each), or ten geese (2 sp each). The rich will also have some silver and bronze pieces. Mental Flaws: All available. Physical Flaws: All available. Special Flaws:Only Dependant, Duty, Repulsive Habit, Rival/NPC, Stat Penalty, Secret, Secret Identity, Terrible Luck, The Slain, Unlucky available. Dwarf Frien d: You are well acquainted with the Dwarves, and are immediately respected by any Dwarf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Dwarves, and you know three extra ranks of spoken Kuduk [20 points] Elf Fr iend: You are well acquainted with the Elves, and are immediately respected by any Elf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Elves, and you know three extra ranks in the Elvish language of your choice [17 points]. Dúnedain Ances try (lesser): One of your antecedants was a member of the Dúnedain race. You have a lifespan of 90-140 years [3 points]. Dú nedain Ancestry (mino r): As Dúnedain Ancestry (lesser) except; you get a +10 RR vs. Disease, a body development progression of 0•7•5•3•1, and a lifespan of 90-140 years [10 points]. Dú nedain Ancestry (majo r): As Dúnedain Ancestry (lesser) except; you get a bonus of +1 to St, Co, and Pr, a +10 RR vs. Disease, a body development progression of 0•7•5•3•1, and a lifespan of 90140 years [20 points].

ADOLESCENCENT SKILL DEVELOPMENT Eriadorian characters gain the following skills during their adolescent development. When there are two numbers shown, the number to the left is for Urban folk and the number to the right is for Rural folk. Armou r • Lig ht skill cate gory…………………………… 1

Stat Bonuses: Ag: 0 Co: 0 Me: 0 Re: 0 SD: +2 Em: 0 In: 0 Pr: 0 Qu: 0 St: +2 RR Mods: Ess: 0 Chan: 0 Ment: 0 Poison: 0 Disease: +0 Body Dev. Progression: 0•6•4•2•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•6•5•4•3 Mentalism PP Dev. Progression: 0•7•6•5•4 Soul Departure: 12 Race Type: 2 Recovery Multiplier: 1.0

Soft Leather skill …………………………… 0/1 Rig id Leather sk ill…………………………… 0/1 Armour • Mediu m skill category………………… 0/1 Chain s kill…………………………………… 0/1 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 2 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 3/1 Lang uage skills † …………………………… 10/8 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0/1 Rid ing skill (us ually horses)………………… 0/1 Outdo or • En vironmental s kill category ………… 0/2 Power Awarenes s skill category …………………… 2/0 Science/Analytic • Bas ic skill category…………… 1/0 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0/1 Stalking skill………………………………… 0/1 Hiding skill …………………………………… 0/1 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 5/0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • Pole arms s kill category ………………… 0/1 1 Weapon Based on Culture/Race ‡………… 0/1 Weapo n • Thro wn skill category ………………… 0/1 1 Weapon Based on Culture/Race ‡………… 0/1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 46/37)………………………… 55/55 † - May only be allocated u p to the max imum number of ranks listed for the “allowed adolescence languages ”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR

GIMÚTÉOTHRAIM They are descendants of Eriedain (Second Age Eriadorians) who migrated through the Great Isen gap or the passes in the misty Mountains during the first six centuries of the Third Age. The six tribes of the Gimútéothraim (Rh. “Gathering of the Glorious Horesemen”), the Horse-lords of Rhovanion; are the ancestors of the Éothéod and the Rohirrim (Riders of Rohan). They are the first in the line of western Horse-folk. Also known as the Éothraim, between T.A. 1-1856 they occupy the grasslands of southern Rhovanion, with primary concentrations south of the Celduin and north of central Dagorlad. heaviest numbers east and southeast of Mirkwoods East Bight. The six tribes are : - Ailgarthas, Padaruiks, Gadraughts, Beorills, Anthars, Eoaders. These tribes are broken down into clans who generally occupy specific territories and jealously guard their boundaries.

PHYSICAL CHARACTER Build: Average to stocky and strong. Men average 190 pounds; women, 130 pounds. Colouring: Fair skin, almost any colour eyes and hair; though many are blond with blue, green or hazel eyes. Endurance: Average. Height: Men average 6’1”; women, 5’5". Lifespan: 60-85 years. Race Abilities: Northman. Resistance: Normal. Special Abilities: They are superb with riding animals and produce fabulous horsemen. They get a special +20 bonus for Mounted Combat, Animal Handling (horses), Animal Mastery (horses), Animal Training (horses), Herding, Riding (horses), Hunting. CULTURE Clothing & Decoration: Linen and/or woolen shirts, leggings. Fears & Inabilities: Nothing special. Lifestyle: Herders and horse-masters, they spend much of their year living in various semi-permanent camps set out on a circuit of pastures. They return to their permanent homes for the winter. This permanent home is a fortified village; a collection of long-houses surrounding a ceremonial hall which serves as a centre for the clans territory. They are also accomplished hunters. Marriage Pattern: Monogamous. The line is traced through the male. Marriage can occur outside of the clan and, particularly in the case of rolalty, outside the tribe. The wife resides with her husband’s family. Religion: They celebrate four festivals during the year; midsummer, mid-winter, and the equinoxes. At these times whole tribes gather to celebrate the change of seasons and the completion of work. Eating, gambling, and contests of skill dominated these events. Festival nights bring about revelry with music and dance; when the ceremonies of the Cults of the Stag and Earth spark the spirits of the whole tribe. They revere Eru and the Valar and in particular, Béma (Oromë). OTHER FACTORS Demeanour: Honest, courageous, practical, rugged, straightforward and somewhat loud. They enjoy song, celebration, physical games and battle. Language: Starting Languages: They speak Eothrik (S8/W6), most know some Westron (S6/W0). Allowed Adolescence Development: Eothrik (S10/W10), Westron (S10/W10), Sindarin (S6/W6), Atliduk (S6/W6), Logathig (S8/W8), Nahaiduk (S6/W6), Gramuik (S8/W8). Prejudices: The Éothraim hate Orcs, Wargs, Eaterlings and Asdriags. Professions: The Éothraim favour fighters. They produce no

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thieves, Barbarian, Drughân, Kekhavra, Vracara, Wegech and rarely produce spell users of any sort. Training Packages: Only Adventurer, Amateur Mage (rare), Animal Handler, Animal Friend, Crafter, Explorer, Healer, Hermit (rare), Herbalist, Hunter, Fortune Teller, Herbalist, Hunter, Merchant, Mercenary, midwife, Performer, Scout, Soldier, Traveller, Wanderer, Weapon Master, Zealot. Special Skills: Everyma n: Mounted Combat skill and all Outdoor • Animal skills, Choose one skill from the following caregories: weapon • 1-Handed, weapon • polearm, weapon • missile; Restricted: None. Standard Hobby Skills: Acrobatics, Ambush, Animal Handling (horses), Animal Training (horses), any Armour • Medium or Light skill, Body Development, diplomacy, embroidery [crafts], fauna lore (Horses), first aid, fletching, foraging, gambling, Herding, hiding, History (Eothraim), language, leather-crafts, Leadership, metalcrafts, military organization (cavalry), Mounted Combat, public speaking, observation, riding (horses), signaling, singing, stalking, star-gazing, swimming, tactics (cavalry), tale telling, tracking, any weapons skills (except 1-H concussion and Missile Artillery), weather-watching.

OUTFITTING OPTIONS Armour: Leather jerkin or rigid leather breastplate with helmet and shield. Those who could aford it wore Chainmail. Clothing: Males: long cloaks, usually wool or a kind of linseywoolsey cloth (also used as a bedroll during mild weather); Fur caps and vests (worn during winter); sleeveless tunics, belted at the waist and falling in short, pleated skirts to mid-thigh; Deer or antelope skin leggings are added during winter. Fema les: When riding the same as men; for every day wear, kneelength gowns of cotton or linen (usually white or light grey), embroidered borders showing animal and tree motifs. Silk scaves pinned with elaborate broches and worn in various ways. Other Gear: Since most Éothraim spend the summer away from their homes, travelling with their horses and herds, every adult has at least one small tent, a bedroll and mess kit. Weapons: Broadsword, dagger, lance, composite bow, long, bow, long knife, javelin. BACKGROUND OPTIONS Éothraim receive 45 Talent Points (4 Background Options). Extra Languages: In addition to the tongues listed above a Éothraim might learn in unusual circumstances: Mental Abilities: All available. Mystical Abilities: Only Danger Sense, look of Eagles, Magical resistance, Resistance, Unnatural Aging, Visions available. Physical Abilities: All available. Special Abilities: All available. Special Items: Spell adders and daily items not available. Weapons and tools are usually ornamented elaborately - gold and silver engraving and settings of ruby or amber are popular. Special Status: All available. Special Training: All available. Wealth: 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; greater warhorse, 75 gp), wagon (open, 6gp; closed, 9gp) or dogs (herd dog, 10sp; hound, 3gp) Mental Flaws: All available. Physical Flaws: All available. Special Flaws: Only Cursed Shapeshifter, Dependent, Duty, Repulsive Habit, Rival/NPC, Secret, Secret Identity, Stat penalty, Terrible Luck, The Slain, Unlucky available. Horse Empathy : You can communicate empathicly with any horse within a range of 1’ for every level you have. Any maneuvre with a

CULTURE/RACE OF NORTHWESTERN ENDOR

horse receives a special +25 bonus [10 points]. S hadow-sigh t: You can see gh osts, wraiths, an d other denizens o f the shado w-world as if t hey were no rmally vis ible [10 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 2 Ag: 0 Soft Leather skill …………………………… 0 Co: +2 Rig id Leather sk ill…………………………… 2 Armour • Mediu m skill category………………… 1 Me: 0 Chain s kill…………………………………… 1 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: +2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Maneuvers skill category………………… 0 Mounted Combat …………………………… 2 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 8 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 8 Rid ing skill (us ually horses)………………… 8 Progression: Outdo or • En vironmental s kill category ………… 3 0•6•5•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Attack skill catego ry………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 2 Progression: 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 11 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 0 2 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 11 4)…………………………… 45 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.9

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” . ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR

GONDORIANS These folk contain varying degrees of Daen, Northman, Haruze and Dúnedain blood and make up most of the population of Gondor. Note: Use this cate gory for characters who are not of pure Dúnadan blood, but are born and raise d in Gondor.

PHYSICAL CHARACTER Build: All types, but normally medium. Males average 155 pounds; women, 125 pounds. Coloring: Variations of fair to tan or olive skin. All colors of hair and eyes. Endurance: Average. Height: Males average 5’10"; women, 5’4". Lifespan: Moderate, averaging 65-85 years. Race Abilities: Common Men Resistance: Normal. Special Abilities: None. CULTURE Clothing & Decoration: Various types of elaborate or practical wool and linen garb, including cloaks, boots, etc. Tunics are worn in warmer areas; shirts and pants or leggings are worn in cooler locales. Some imported silks and fine cottons are in evidence. Hairstyles imitate those of the Dúneadin, men have shoulder length hair and women waist length bound in a net or kerchief for convenience. Most males sport some degree of facial hair. Fears & Inabilities: Nothing special, aside from local superstitions. Lifestyle: Ur ban folk: are a varied, rather cosmopolitan lot. Many are from mercantile or guild backgrounds and some have dealt with enchantments. Rural fo lk: are mostly farmers and herders with little contact with areas outside their village or region. 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. OTHER FACTORS Demeanor: Practical, aggressive, hard-working, and inquisitive. Language: Starting Language s: Westron (S8/W6) is their chief tongue, although local dialects abound. Allowed Adole sc ence Dev elopment: Westron (S10/W10), Adúnaic (S8/W8), Sindarin (S8/W8). Prejudices: Ur ban folk: are worldly enough to deal with most outsiders. They hate no race, aside from the Orcs and wargs. Rura l folk: are suspicious of most outsiders and might be in awe of some. They hate no race, aside from the Orcs and Wargs. Professions: All available except Barbarian, Drughân, Kekhavra, Vracar, Wegecha. Spell users are rather rare - particularly outside of the largest cities. Training Packages: All available except Architect, Astronomer, Cloistered Acedemic, Sage, Scribe, Shaman Priest, Soldier and the training packages specific to other race/cultures. Amateur Mages and weapon masters are Rare. Special Skills: Urb an fo lk: Ever yman : all skills in the Urban category; Restricted: None. Rura l fo lk: Ever ym an: none; Resticted : none. Standard Hobby Skills: Urba n folk: Acrobatics, Acting, Ambush,

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Animal Handling, Appraisal, any Armour skills, Boat Piloting (only available to Gondorians in cities on the river or shore), Body Development, Bribery, Climbing, Contortions, Cooking, Dancing, Diplomacy, Disarming Traps, Embroidery [Crafts], First Aid, Fletching, Gambling, Hiding, History (City), interrogation, juggling, languages, leather-crafting, metal-crafting, obseration, painting, picking locks, plat instrument, public speaking, read runes, region lore (local), riding, sculpting, seduction, sewing, singing, stalking, stilt-walking, stonecrafting, tightrope-walking, trading, trap building, trickery, any weapon skills, wood-crafting. Rur al folk: Armour • Light skills, Acrobatics, Animal Handling, Caving, Climb, Cooking, Cooking (Brewing), Dallok, Dancing, Foraging, Hiding, Leather-crafting, Observation, Rope Mastery, Scaling, Stalking, Star-gazing, Stavefighting, Swimming, Tracking, Tug of War, any Weapon skills, Weather-watching, Woodcrafting.

OUTFITTING OPTIONS Armour: Any. Inhabitants of the larger cities (Minas Tirith, Tharbad, Fornost) have more reliable access to chain and plate mail than do those in towns or small cities. Clothing: Wa rm loa cales: knee-length tunic (linen, fine cotton, or silk, often finely embroidered) and wide leather belt or short tunic belted over a full skirt (linen, fine cotton, or silk); boots; short wool cape. Cool locales : shirt (linen or silk) under a tunic (wool or silk); leather belt; woolen breeches or full skirt (wool or silk over a wool petticoat) over wool or silk leggings; boots; long, hooded, wool cloak. Colours depend on the wealth of the wearer. Poorer folk wear linens an undyed, 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. Weapons: Battle-axe, broadsword, composite bow, dagger, halberd, javelin, long bow, mace, morning star, quarterstaff, short sword, spear, two-handed sword, bastard sword. BACKGROUND OPTIONS Urban Gondorians get 55 Talent Points (5 Background Options). Rural Gondorians get 55 Talent points (5 Background options). Extra Languages: In addition to the tongues listed above, a Gondorian might in unusual circumstances learn: Dunael (S4/W4), Haradaic (S8/W8), Kuduk (S6/W6), Logathig (S8/ W8), and Quenya (S4/W4). Mental Abilities: All available. Mystical Abilities: Only Danger Sense, look of Eagles, Magical resistance, Resistance, Unnatural Aging, Visions available. Physical Abilities: All available. Special Abilities: All available. Special Items: Ur ban folk: All available. Items made by urban Gondorians display high quality craftsmanship and include durable materials often unavailable in more rural societies (steel being a prime example). Enchanted metals (mithril, eog, etc.) are not normally available, however. R ural folk: Spell adders and daily items not available. Weapons and tools are usually crude, but servicable, wood, bronze, iron, leather, wool and linen are the most abundant materials. Special Status: All available. Special Training: All available. Wealth: Urba n folk: silver pieces of Gondorian mint. Ru ral folk: Mainly in 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

CULTURE/RACE OF NORTHWESTERN ENDOR

geese (2 sp each). The rich will also have some silver and bronze pieces. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: Only Dependent, Duty, Repulsive Habit, Rival/NPC, Secret, Secret Identity, Stat penalty, Terrible Luck, The Slain, Unlucky available. Elf Fr iend: You are well acquainted with the Elves, and are immediately respected by any Elf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Elves, and you know three extra ranks in the Elvish language of your choice [17 points]. Dúnedain Ances try (lesser): One of your antecedants was a member of the Dúnedain race. You have a lifespan of 90-140 years [3 points]. Dú nedain Ancestry (mino r): As Dúnedain Ancestry (lesser) except; you get a +10 RR vs. Disease, a body development progression of 0•7•5•3•1, and a lifespan of 90-140 years [10 points]. Dú nedain Ancestry (majo r): As Dúnedain Ancestry (lesser) except; you get a bonus of +1 to St, Co, and Pr, a +10 RR vs. Disease, a body development progression of 0•7•5•3•1, and a lifespan of 90140 years [20 points].

ADOLESCENCENT SKILL DEVELOPMENT Gondorian characters gain the following skills during their adolescent development. When there are two numbers shown, the number to the left is for Urban folk and the number to the right is for Rural folk. Armou r • Lig ht skill cate gory…………………………… 1

Stat Bonuses: Ag: 0 Co: 0 Me: 0 Re: 0 SD: +2 Em: 0 In: 0 Pr: 0 Qu: 0 St: +2 RR Mods: Ess: 0 Chan: 0 Ment: 0 Poison: 0 Disease: 0 Body Dev. Progression: 0•6•4•2•1 Channelling PPDev. Progression: 0•6•5•4•3 Essence PPDev. Progresseion: 0•6•5•4•3 Mentalism PPDev. Progression: 0•7•6•5•4 Soul Departure: 12 Race Type: 2 Recovery Multiplier: 1.0

Soft Leather skill …………………………… 0/1 Rig id Leather sk ill…………………………… 0/1 Armour • Mediu m skill category………………… 0/1 Chain s kill…………………………………… 0/1 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 2 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 3/1 Lang uage skills † …………………………… 10/8 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0/1 Rid ing skill (us ually horses)………………… 0/1 Outdo or • En vironmental s kill category ………… 0/2 Power Awarenes s skill category …………………… 2/0 Science/Analytic • Bas ic skill category…………… 1/0 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0/1 Stalking skill………………………………… 0/1 Hiding skill …………………………………… 0/1 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 5/0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • Pole arms s kill category ………………… 0/1 1 Weapon Based on Culture/Race ‡………… 0/1 Weapo n • Thro wn skill category ………………… 0/1 1 Weapon Based on Culture/Race ‡………… 0/1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 46/37)………………………… 55/55 † - May only be allocated u p to the max imum number of ranks listed for the “allowed adolescence languages ”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR

GRAMUZ They are descendants of the Eriedain (Second Age Eriadorians) who migrated through the Great Isen Gap early in the Third Age. The Gramuz (Rh. “Plainsmen”) are a clan based culture led by hereditary chieftains, found in the rolling plains and river valleys of Rhovanion They are primarily concentrated North of the Nan Celduin (S. “River Running Valley”). Their settlements are usually found in sheltered lowland areas, with rich soil.

PHYSICAL CHARACTER Build: Average to stocky. Men average 190 pounds; women, 130 pounds. Colouring: Blond with blue eyes. Endurance: Normal Height: Men; average 6’0”, women; average 5’4”. Lifespan: 65-85 years. Race Abilities: Northman. Resistance: Average. Special Abilities: None. CULTURE Clothing & Decoration: Men usually wear beards. They wear cloths of linen or wool. Pants or (for women) short shifts with legings, medium length shirts, fabric cloaks and soft soled shoes. Fears & Inabilities: Nothing Special Lifestyle: An agrarian society living in scattered farming communities, typically composed of one to three families. These households form a loose village of ‘shortened’ versions of the Northman “long-house”; located near a protected refuge. Such as a hill surrounded by a palisade or moat. These areas are usually used to confine domestic animal. Marriage Pattern: Monogamous. The line is traced through the male. Marriage can occur outside the clan or tribe, but unions with non-Northmen are extremely rare. The wife resides with her husband's family. Religion: They celebrate four festivals during the year; midsummer, mid-winter, and the equinoxes. At these times the scattered communities gather together, to celebrate the change of seasons, the completion of work and to socialize. Eating, gambling, and contests of skill dominated these events. Festival nights bring about revelry with music and dance. The cult of the earth is predominant, but the cult of the growing is common in certain areas. OTHER FACTORS Demeanour: Independant, determined Language: Star ting La ngu ages : Gramuik (S8/W8) and a little Westron (S6/W4) A llowed Ad oles cence Develo pment: Gramuik (S10/W10), Westron (S8/W8), Logathig (S8/W8), Eothrik (S8/W8), Atilduk (S6/W6), Nahaiduk (S6/W6). Prejudices: They hate Orcs. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. They rarely produce spell users of any sort; the most common found though are Urdharkona (Pl. Urdharkonur, treat as Animists). Training Packages: All available except those specific to other cultures and Apothecary, Amateur Mage, Architect, Surgeon. Special Skills: Everyman: None Restricted: None. Standard Hobby Skills: Armour • Light skills, Acrobatics, Animal Handling, Caving, Climb, Cooking, Dancing, Fauna Lore, Flora lore, Foraging, Herb Lore, Herding, Hiding, Horticulture, Leathercrafting, Observation, Open channelling spell lists, Rope Mastery, Scaling, Stalking, Star-gazing, Swimming, Tracking, any Weapon skills, Weather-watching, Wood-crafting. OUTFITTING OPTIONS

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Armour: chain or scale, but the most common type is leather. Weapons: Spear, short bow, long bow, hand axe, short sword, broadsword

BACKGROUND OPTIONS Gramuz get 50 Talent Points (5 Background Options). Extra Languages: In addition to the tongues listed above, a Gramuz might in unusual circumstances learn: Silvan (S6/W6), Orkish (S4/W4), Waildyth (S4/W0). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All Available. Special Abilities: All available Special Items: All available. Special Status: All Available. Special Training: All available Wealth: Coin of the Gondorian mint, Livestock (pigs, cows, sheep). Mental Flaws: All available. Physical Flaws: All Available. Special Flaws: All Available. Shado w-sight: Yo u can see ghosts, wraith s, and o ther denizens of th e s had ow-worl d as if they were normall y visible [10 points].

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 1 Co: +2 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: +2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 6 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually horses)………………… 1 Progression: Outdo or • En vironmental s kill category ………… 2 0•6•5•2•1 Power Awarenes s skill category *………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 1 Essence Stalking skill………………………………… 1 PP Dev. Hiding skill …………………………………… 1 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 1 Progression: 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 2 11 1 Weapon Based on Culture/Race ‡………… 2 Race Type: Weapo n • Thro wn skill category ………………… 0 2 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 76)…………………………… 50 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.9

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” provided for a character’s cu lture/ race . ‡ - See the specific culture/race en try.

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CULTURE/RACE OF SOUTHWESTERN ENDOR

HARADRIM (sing. Haradan) This is a collective name for the peoples who occupy the great arid and semi-arid lands south of Harondor and Mordor, the land called Harad. Since this is rough and unblessed territory, their greatest populations lie beside the seacoast, rivers, bays, and myriad oases. however, Harad contains little true desert, and sparse groups settle or roam the whole region. Haradrim (S. “Southmen”) are also called “Southrons” or “Haradwaith” (a term also referring to the land).

PHYSICAL CHARACTER Build: North and central desert: most groups are small and wiry, particular those of the open country; males average 130 pounds; women 95 pounds. Coastal areas and Far Harad: most are related to the Men of Mûmakan, and are tall and wiry; males average 190 pounds; women, 150 pounds. Colouring: Northern groups have light/medium grey or brown skin; straight black hair; and dark brown eyes. Southern groups have dark grey, brown, or black skins; straight or curly black hair; and dark brown or black eyes. Endurance: Haradrim can travel great distances in hot climes and need little water. They are slowed only slightly by sand. they operate poorly in the cold. Height: Norther n gro ups : males average 5’5”; women, 5’0”. So uthern groups : males average 6’5”; women 6’1”.

Lifespan: Nor thern groups : average, about 80-100 years. Souther n grou ps: short,

about 40-60 years. Race Abilities: Common Man. Resistance: +10 DB and RR versus heat/fire attacks; -10 DB and RR versus cold/ice attacks. Special Abilities: Their eyes are attuned to extremely bright light, and they are unaffected by brilliant displays which might blind others.

CULTURE Clothing & Decoration: Red, purple, and gold are favoured colours, although white and black are used in practical cases. Both men and women wear their wealth, mostly in the form of gold. Fears & Inabilities: Nothing special. Lifestyle: Laughter, partying, and violent games are common. Although some groups are nomads, most are used to urban life. Generally well travelled, they are used to interaction with foreign men. many are or were involved with the caravan trade, and most ride well; horses and camels in northern Harad, horses and elephants in southern Harad. There is a distinct seperation between males and females and very strong bonds between members of families and clans. Marriage Pattern: men may take more than one wife, but this is expensive since it involves a bride-price. The line is traced through the male. Religion: Elaborate rituals in service to idols which represent various “high gods”. Altars for household gods are carried everywhere. OTHER FACTORS Demeanour: passionate, fiery, and instilled with a fierce but peculiar honour. Some consider them cruel and vengeful, particularly since life is not partivularly valued. Language: Starting Languages: Northern groups speak Haradaic (S8/W8), their home tongue, as well as Westron (S6/W6) and Apysaic (S6/W4). Southern groups normaly use Apysaic (S8/W8), Westron (S5/W3) and Haradaic (S5/W3). Allow ed Adolescence Dev elopme nt: Northern groups Haradaic (S10/W10), Westron (S10/W10), Apysaic (S8/W8), Logathig (S8/W8), Varadja (S6/W6).

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Southern groups Apysaic (S10/W10), Westron (S8/W8), Haradaic (S8/W8), Logathig (S8/W8), Varadja (S6/W6). Prejudices: Most hate Dûnedain, Elves, Dwarves, and anyone who looks particularly different - although thay are suspicious of most people. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All Available except beastmaster and the training packages specific to other race/cultures. Special Skills: Everyman: None Re stricted: None. Standard Hobby Skills: 1-handed edged weapon skills, thrown and missile weapon skills, ride, tracking, attunement, read runes, ambush, stalking, hiding, disarm trap, observation, body development, spell lists, animal handling, appraisal, foraging, weather wathching, star gazing, trickery, tale telling, singing, sprinting, jumping, pole vaulting, metal crafts, gold smithing, fletching, leadership, bribery, fanuna lore, region lore, tactics

OUTFITTING OPTIONS Weapons: Dagger, scimatar, short bow, short sword, spear, blow gun, boomerang, darts (throwing). Armour: none. Clothing: Long-sleeved cotton, silk, or gauze blouse (white or cream) with embroidered (red, purple, gold) neck yoke and wrist cuffs; cotton pants with leather panels on the inner leg for riding protection; stout leather boots; loose cotton tunic (white or black) falling to the knees or ankles ornamented with tassels and embroidery at the neck opening, across the shoulders, at the wrists of the wide sleeves; leather weapons belt; cotton headwrap with trailing portions that protect the neck from the sun; gold bracelets and torques. BACKGROUND OPTIONS Haradan get 55 Talent Po ints (5 Background Options). Extra Languages: In addition to the tongues listed above, a Haradan might in unusual circumstances learn: Black Speech (S6/W6), SIlvan elvish (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Haradrim favour gold ornamented with elaborate engraving but bare of gems. Special Status: All available. Special Training: All available. Wealth: Gold bracelets (unset with any gemstones) and/or gold torques. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF SOUTHWESTERN ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 1 Co: 0 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat manoeuvres skill catego ry ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 6 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 7 Rid ing skill (us ually horses)………………… 7 Progression: Outdo or • En vironmental s kill category ………… 3 0•6•4•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 1 Progression: 1 Weapon Based on Culture/Race ‡………… 1 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 2 12 1 Weapon Based on Culture/Race ‡………… 2 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: northern 58/sou thern 47) …… 55 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” ‡ - See the specific culture/race en try

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CULTURE/RACE OF NORTHWESTERN ENDOR

HARUZE The Haruze (Har. “Godly People”) are the northern most of the people the Dúnadain call Haradrim (sing. Harnadan) or Southrons in the Westron tongue. They live in the arid and semi-arid Between the Poros and Harnen rivers. Their cities hold sway over the rich arable lands of the harnen and Ode Pezar river valleys.

PHYSICAL CHARACTER Build: Small and wiry, particular those of the open country; males average 130 pounds; women 95 pounds. Colouring: Dark skinned, straight haired and smooth faced. With dark flashing eyes Endurance: Can travel great distances in hot climes and need little water. They are slowed only slightly by sand. they operate poorly in the cold. Height: males average 5’5”; women, 5’0”. Lifespan: average, about 80-100 years. Race Abilities: Common Man. Resistance: +10 DB and RR versus heat/fire attacks; -10 DB and RR versus cold/ice attacks. Special Abilities: Their eyes are attuned to extremely bright light, and they are unaffected by brilliant displays which might blind others. CULTURE Clothing & Decoration: They favour silk, cotton or wool blouses and breeche, loose on the form but closed at the wrists to keep damp air around the body. over this to further keep in precious moisture and keep out the dust they wear voluminous robes, broad cloth sashes, and a torft, an elaborately wrapped headdress that covers the neck and ears and can be drawn up to mask the face. Shirts and leggings are either white or black, but outer garments are brilliant reeds, purples and golds, most of them with intricate embroidery and tassels. Decoration is mainly gold, with some silver and mithril. Fears & Inabilities: Nothing special. Lifestyle: Laughter, partying, and violent games are common. Although some groups are nomads (known as the Urdwan), most are used to urban life. Generally well travelled, they are used to interaction with foreign men. Many are or were involved with the caravan trade, and most ride horses and camels well. There is a distinct seperation between males and females and very strong bonds between members of families and clans. Marriage Pattern: Men may take more than one wife, but this is expensive since it involves a bride-price and the rights of the senior wifes must be respected. The line is traced through the male. Religion: Elaborate rituals in service to idols which represent various “high gods”. Altars for household gods are carried everywhere. OTHER FACTORS Demeanour: passionate, fiery, and instilled with a fierce but peculiar honour. Some consider them cruel and vengeful, particularly since life is not partivularly valued. Language: Starting Language s: Haradaic (S8/W8), their home tongue, as well as Westron (S6/W6) and Apysaic (S6/W4). Allow ed Adole sce nce Dev elopme nt: Haradaic (S10/W10), Westron (S10/W10), Apysaic (S8/W8), Varadja (S6/W6). Prejudices: none. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegegh. Training Packages: All Available except the training packages specific to other race/cultures and sailor. Special Skills: Everyman: None Restricted: None. Standard Hobby Skills: 1-handed edged weapon skills, thrown and

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missile weapon skills, ride, tracking, attunement, read runes, ambush, stalking, hiding, disarm trap, observation, body development, spell lists, animal handling, appraisal, foraging, weather wathching, star gazing, trickery, tale telling, singing, sprinting, jumping, poetry, pole vaulting, metal crafts, gold smithing, fletching, leadership, bribery, fanuna lore, region lore, tactics

OUTFITTING OPTIONS Weapons: Dagger, scimatar, short bow, short sword, spear, blow gun, boomerang, darts (throwing). Armour: Chain some leather but most commonly no armour is worn. BACKGROUND OPTIONS Haradan get 55 Talent Points (5 Background Options). Extra Languages: In addition to the tongues listed above, a Haradan might in unusual circumstances learn: Black Speech (S6/W6), Silvan elvish (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Haruze favour gold ornamented with elaborate engraving but bare of gems. Special Status: All available. Special Training: All available. Wealth: Gold bracelets (unset with any gemstones) and/or gold torques. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat Bonuses: Ag: 0 Co: 0 Me: 0 Re: 0 SD: +2 Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 1 Em: 0 Rig id Leather sk ill…………………………… 0 In: 0 Armour • Medium skill categ ory ………………… 0 Pr: 0 Chain s kill…………………………………… 0 Athletic • Brawn skill category…………………… 1 Qu: 0 Athletic • Endurance skill categ ory ……………… 1 St: +2 Swimmin g skill……………………………… 0 RR Mods: Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 0 Ess: 0 Awareness • Perception s skill categ ory…………… 0 Chan: 0 Alertnes s skill ……………………………… 2 Ment: 0 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Poison: 0 Body Development skill …………………… 2 Disease: 0 Co mbat Manoeuvres skill category ……………… 0 Body Dev. Mounted Combat …………………………… 0 Co mmunications skill category…………………… 1 Progression: Lang uage skills † …………………………… 6 0•6•4•2•1 Lore • General skill category……………………… 3 Channelling “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 PP Dev. Outdo or • Animal skill category ………………… 7 Progression: Rid ing skill (us ually horses and/or camels)… 2/7 0•6•5•4•3 Outdo or • En vironmental s kill category ………… 3 Power Awarenes s skill category …………………… 0 Essence Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 Progresseion: skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Mentalism Subterfuge • Stealth skill category ………………… 0 PP Dev. Stalking skill………………………………… 0 Hiding skill …………………………………… 0 Progression: Tech/Trade • General skill category……………… 1 0•7•6•5•4 Urban skill skill category ………………………… 5/0 Soul Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • 1 H Edged skill category ……………… 1 12 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • 2 Han ded s kill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 2 Weapo n • Miss ile skill category …………………… 0 Recovery 1 Weapon Based on Culture/Race ‡………… 0 Multiplier: Weapo n • Pole arms s kill category ………………… 2 1 Weapon Based on Culture/Race ‡………… 2 1.0

ADOLESCENCENT SKILL DEVELOPMENT Haruze characters gain the following skills during their adolescent development. When there are two numbers shown, the number to the left is for Urban folk and the number to the right is for Urdwan.

Weapo n • Thro wn skill category ………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 88/88)………………………… 50 † - May only be allocated u p to the max imum number of ranks listed for the “allowed adolescence languages ” ‡ - See the specific culture/race en try

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CULTURE/RACE OF NORTHWESTERN ENDOR

HILLMEN Hillmen are the descendants of the Mebion Bron a group of Daen who migrated to Eriador at the begining of the Second Age. This semi-nomadic people are found in the forrested and semiforrested high lands of Rhudaur, including the Trollshaws.

PHYSICAL CHARACTER Build: Stocky, strong, hearty and quite hairsute (A slight mustache is not considered unattractive on a woman). Colouring: Dark complexion with dark brown or black hair and dark eyes. Endurance: Normal. Height: Men 5’4” to 5’8”; women 5’1” to 5’5”. Lifespan: Short; about 45-60 years Race Abilities: Daen. Resistance: Normal. Special Abilities: None

CULTURE Clothing & Decoration: Both sexes dress and wear their hair alike, tied in three long braids down the sides and back. They often decorate their hair with intricately carved bone rings. Men often sport grand beards, but all are neatly trimmed and most shave their chins. Clothing is simple and utilitarian. The Kalth and Kullodo are worn throughout the year; the latter is a short fur jacket with sleeves down to the elbows. The Kalth is a sort of skirt or kilt made from Losrandir (Bl. “Feithan”) hide that is wrapped just above the navel. In mid-winter Hillmen add a full-length fur cape and wear high boots, although they favour moccasins the rest of the year. Fears & Inabilities: Various superstions, including the belief that injuries may causes damage to or bring some curse to the victims spirit, unless protective chants or totems are used. And evil spirits called Woigh bring sickness; ritual purifications must first be carrried out to protect the spirit before any other remedies are applied. Lifestyle: All Hillmen camps belong to one of the Ne Dreubhan (Du.“NineTribes”). Hillmen dislike laws but revere customs, and no camp raids camps of the same tribe. Tribes do not have defined territories, although they have changing regional preferences. Tribes are ruled by Tiark whose power depends upon their own abilities. Each of the nine Tiark is eligible to become the new Targ-Arm (Bl. “high chief”), when the old one dies. In quiet times the position of Targ-Arm is largely honorary; however, in emergencies the authority of the Targ-Arm is real and respected. Daily matters of the camp are governed by the collective wisdom of the Hunters present. It is not uncommon for the strongest or boldest individual to act as leader; still, there is no formality to such arrangements. Each camp also had a Wegech (Bl. “spirit-knower”), a female Mage who oversees religious affairs. Among the Hillmen, this is the sole hereditary position. The Wegech also serves as a matriarch of sorts and, although it is seldom done, she could overturn the collective decision of all the Hunters. Only the Tark (Chief) has more authority. Hillmen are hunters and thus very dependant on the Losrandir herds of Rhudaur. They gather some plants, notably Blue Pine nuts, and cultivate a few herbs, but these efforts merely supplement their hunting skills. They live in small mobile communities called Dacaithan, that loosely follow the migrations of the losrandir. housing is provided by a semi-circular hide house called a Taigh that can be quikly dismantled and packed up. Each camp has a permanent sacred winter campsite (Bl. “Maigban”) in the Trollshaws. Hillmen society has three clesses: Tiark (sing. Tark, W. “Chiefs”), Dhier (sing. Dher, W. “Hunters”), and Dheusan (sing. Dheus, W. “Makers”). Unlike most other cultures, these classes are not based on sex or blood, but rather upon ability. Hillmen use rigorous test-

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ing from an early age to determine a person's status. All children are strongly encouraged to undertake the tests necessary to become a Hunter. These consist of survival alone in the wild for the long winter and the slaying of a Wolf - unaided - in late adolescence. Those who fail or do not try this rite become Makers; it is they who perform all non-hunting tasks, from smithing to child care. Their status is low, but their role is respected and they are protected. Hunters, of course, hunt and a] so defend the camp. Raiding between rival camps is almost constant, a form of diversion and conditioning. All Hunters are eligible to become the new Chief; a series of trials unique to each tribe determine who will run each camp. This commonly involves the killing of a Cave Bear. The Hillman passion for raiding greatly affects their approach to war. Formal "rules" of raiding place a high premium on stealth and woodcraft. Hillmen prefer to settle feuds by formal combat between chosen champions, but their external enemies do not believe in such methods. Always practical, the Hillmen combat these outsiders with their favorite wartime greeting: a quaint nocturnal ambush involving vastly superior numbers. Marriage Pattern: Descent and inheritance are traced through the mother; the husband joins his wife's camp. Children are the responsibility of the nearest hunter among the mother's kin, often an uncle. Female Hunters, who make up about a quarter of the total, generally postpone or avoid motherhood. Religion: Unlike the vast majority of their neighbors, Hillmen aggressively reject both the Valar and the Black Religion of Sauron. Their attitude is based on their inherent mistrust of foreign ways, coupled with some strange legends of their ancestors who claimed in ancient songs to have been "betrayed by both the Light and the Darkness". In any event, Hillmen are almost as touchy about their religious practices as are Dwarves. Like the Naugrim they practice ancestor worship, but among the Hillmen this is centered around a fearful reverence of powerful Ghosts. Lyrical chants and epic songs tell the stories of these strange beings. Hillmen look to the high country surrounding the Trollshaws as sacred and actively cherish the rocky escarpments and unyielding hills. Every winter, Hillmen add venerated objects to hidden, deep pits in the Highlands. Although mainly used as burial sites for the copper totems that Hillmen receive at birth, the pits also hold weapons and jewelry. Ancestral Ghosts (Bl. "Boghain") are said to haunt and protect the more valuable pits. Ail-legan (Du. “little jewel"), personal totems, are rough lumps of copper chosen for a child by the Wegech. They are borne until death and their loss often forces the dishonored Hillman to take his own life. This is usually the case when a totem is lost to a foe through cunning or in battle. A Hillman's only alternative is to serve the holder of his totem until it can be recovered by one of the loser's own family. If the totem's location cannot be determined, the Hillman may go to the Wegech for another; but in such a case, the matriarchal Mage will invariably require the performance of an awful task or quest. Most totems are worn tightly around the neck.

OTHER FACTORS Demeanour: Fierce, proud. Language: Starting Languages: Blarm (S8/W4), Westron (S8/W4) Allo wed Adoles cence Develop ment: Blarm (S8/W8), Westron (S8/W8), Dunael (S6/W6), Sindarin (S6/W4). Prejudices: They hate Elves whom they call Flâhês Bhan (Bl. “White Fiends”) and view Rivendell as a place of black trickery. They also hate the Dúnedain, orcs and dislike pretty much every body else. Professions: Only Barbarian, Fighter, Rogue, Layman, Ranger, Wegech available. (base spell list are available to 8th level only, other spell lists to 5th) Training Packages: All available except, Amateur Mage, Apothecary, Architect, Burglar, Cloistered Academic, City Guard, Cut Purse, Farmer, Innkeeper, Loremaster, Merchant, Noble, Sailor,

CULTURE/RACE OF NORTHWESTERN ENDOR

Sage, Scribe, Surgeon and the training packages specific to other race/cultures. Special Skills: Everyman: Hunting, Foraging, Tracking Restricted : None Standard Hobby Skills: Acrobatics, Acting, Ambush, Animal Handling, any Armour • Light skills, Attunement, Body Development, Body Painting [Crafts], Brawling, Caving, Climbing, Foraging, Hiding, History (Hillmen), Hunting, Jumping, Leathercrafting, Metal-crafting, Observation, Play Instrument, Poetic Improvisation, Public Speaking, Read Tracks, Region Lore (local), Riding, Scaling, Singing, Sprinting, Stalking, Star-gazing, Swimming, Tale Telling, Tracking, any weapon skills, Weatherwatching.

OUTFITTING OPTIONS Armour: Hillmen generally do not use armor but occasionally don a heavy hide coat. They do, however, swear by helms. These they decorate with carved bone and by weaving their own braided hair through selected holes. Other forms of armor are considered too heavy and cumbersome for use in the woods. Weapons: The primary weapon of the Hillmen is a very heavy spear called the creg. Athrown creg is employed by using a special hide sling in both hands and hurling it over one's head. It has a short range (25 feet) but it can pierce the strongest armor. (Treat it as + 15 versus Plate or Chain armor.) Light javelins are used for hunting. Most Hillmen carry knives but use them only for cutting and carving. Since they rely upon bronze for most of their weaponry, longer blades are in short supply. BACKGROUND OPTIONS Hillmen get 55 talent Points (5 Background Options). Extra Languages: In addition to those listed above: Adunaic (S6/W6), Morlam (S6/W6), Orkish (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available Special Items: All available. Hillmen 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). Special Status: All available. Special Training: All available. Wealth: Goods to be bartered or exchanged for coinage: 10 Losrandir skins, worth 5 sp each: 5 skunk pelts worth 4 sp each; 4 Gaich pelts worth 5 sp each; a bale of carded wool worth 20 sp. A selection of pelts (black fox, 5 gp; marten, 8 gp; black sable, 10 gp; ermine, 13 gp; golden sable, 15 gp; mink, 11 gp; red sable, 12 gp; redfox, 5 sp or a selection of herbs worth 1-200 gp. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

Stat Bonuses: Armour • Ligh t skill category …………………… 2 Ag: 0 Soft Leather skill …………………………… 1 Co: +2 Rig id Leather sk ill…………………………… 0 Armour • Medium skill categ ory ………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: 0 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: +2 Climbin g skill ……………………………… 2 Pr: 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 3 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 4 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 4 0•6•4•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 2 Essence Stalking skill………………………………… 2 PP Dev. Hiding skill …………………………………… 2 Progresseion: Tech/Trade • General skill category……………… 1 0•5•3•2•2 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 1 Mentalism 1 Weapon Based on Culture/Race ‡………… 1 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 0•6•5•4•3 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 2 12 1 Weapon Based on Culture/Race ‡………… 2 Race Type: Weapo n • Thro wn skill category ………………… 2 2 1 Weapon Based on Culture/Race ‡………… 2 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 29)…………………………… 55 † - May only be allocated u p to the max imum number of Muliplier: ranks listed for the “allowed ad olescence 1.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

73

CULTURE/RACE OF NORTHWESTERN ENDOR

LOSSOTH (sing. Lossadan) The Lossoth live in the Far North of western Middle-earth and are often called “Snowmen” or “Forodwaith” (the latter is also a name for their land). They are a sparsely settled, nomadic folk who move with the seasonal migrations of big games and rarely interact with other men.

PHYSICAL CHARACTER Build: Stocky and hard, with pronounced muscles. They have wide features and large, pudgy hands and feet. Men average 175 pounds; women 135 pounds. Colouring: Fair, with reddish highlights. They have pale blue eyes and fair hair. Endurance: They are extremely rugged and can travel great distances with little or no rest. Height: Short; men average 5’5”; women, 5’3”. Lifespan: Men about 50-60 years; women about 75-90 years. Race Abilities: Common Man. Resistance: +20 DB and RR versus cold/ice attacks. -20 DB and RR heat/fire attacks. Special Abilities: They have an acute sense of smell; they can pick up a Mans scent a mile (5280 feet) down wind and 100 feet upwind (1000 feet in still air). +25 bonus to Tracking something based on its odor and +10 to your awareness categories when dealing with smells. The lossoth are “in tune” with their environment and receive a +10 bonus to skills in the Awareness • Perceptions skill caregory. CULTURE Clothing & Decoration: Fur, leather, and sea mammal hides. Some posses one colourful, patterned coat made of spun fabric and lined with fur. All wear colourful, lined conical hoods. Fears & Inabilities: Many fear darkness. Lifestyle: The Lossoth are poor, nomadic hunters and gatheres. they use stonework, bone and limited amounts of wood and metal (mostly copper). most are primarily fisherfolk, employing light (but steady), ocean-ready boats called “meriki”. Some herd reindeer and all make use of hunting dogs. Furry horses of reindeer draw their sleighs, although the dogsled is used in areas of extreme cold. Extended families and bands are normally the largest groups. Marriage Pattern: Monogamous. the line is traced through the female. Religion: They worship nature spirits who they belive to be akin to enchanted or godlike beasts. Dance and story-telling rituals make up the bulk of ceremonial life. OTHER FACTORS Demeanour: Generous, quiet, slow-paced, reserved, and shy - but fearless and persevering. Language: Starting Languages: The Lossoth speak Labba (S8/W0) and do not write. Some speak a little Westron (S4/W2) or Sindarin (S4/W2). Allow ed Adolesc ence Dev elopme nt: Labba (S10/W0), Westron (S8/W8), Sindarin (S8/W8), Atliduk (S4/W4), Logathig (S6/W6). Prejudices: They hate Wargs, Dragons, Giants, and Trolls above all things. Those that know of Orcs also hate them. Professions: Loss oth prod uce no thieves, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except,

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Architect, Apothecary, Beastmaster, Burglar, City Guard, Con Man, Cut Purse, Cloistered Academic, Farmer, Midwife, Innkeeper, Loremaster, Mercenary, Sage, Soldier, Sailor, Spy, Surgeon and the training packages specific to other race/cultures. Special Skills: Everyman: Skinning, Trapping, Foraging, Survival (tundra) Restricted: All skills in the Urban skill category, all skills in the Science/Analytic • Basic and Specialized skill categories. Standard Hobby Skills: armour • light skills, any weapon skills except 1-handed concussion, tracking, attunement, directed spells, ambush, stalking, hiding, observation, body development, spell lists, animal handling, boat piloting, rowing, first aid, foraging, signaling, weather watching, dance, trapping, tale telling, skiing, skating, Skinning, Survival (arctic), copper smith [crafts], leather crafts, beadwork [crafts], fletching, snow lore [lore • technical], fauna lore, history (lossoth).

OUTFITTING OPTIONS Weapons: Dagger, javelin, net, short bow, spear, harppon, ice knife (treat like +5 dagger), fishing net, ice axe (treatlike a +10 hand axe), trident. Armour: Their normal clothing acts as soft leather armour. otherwise, none. Clothing: Soft, suede tunic decorated with beadwork; soft, suede pants also boasting beadwork; females wear a beadwork suede skirt over plainer pants; soft, leather moccasins; heavy, fur-lined leather or wool coat trimmed wit designs embroidered using animal hair, fringed leather, and beadwork; heavy, fur-lined leather outer pants; animal (snow hare, snow fox, rodent) pelt pouch (sometimes skinned so that the beasts mouth serves as the opening) on a leather thong or strap worn over the shoulder; thick, fur-lined outer boots; heavy fur-lined mittens attached at the wrist to a cord which passes through the sleeves and body of the coat, preventing the loss of a mitten; conical, fur-lined hood with elebarately beaded, fringed, and embroidered exterior surface. BACKGROUND OPTIONS Lossadan get 55 Talent Points (5 Background Points). Extra Languages: In addition to the tongues listed above, a Lossadan might in unusual circumstance learn: Umitic (S6/W6). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available Special Abilities: All available Special Items: All available. Lossoth favour items of copper or leather ornamented with fur, fringe, and beads. Special Status: None allowed. Special Training: All available. Wealth: Goods which may be bartered or sold for coinage: a skin of spermaceti (important ingredient in ointments and candles) worth 20 silver pieces; 7 leaves of Darsurion (a leaf heals 16 concussion hits), worth 3 sp each; moose or elk pelt worth 20 sp; or 8 whole dried fish worth 20 sp in markets of lower latitude. A selection of herbs (Arfandas, Edram, Jojojopo, Darsurion, Gefnul, Mirenna, Winclamit, Arlan, Delrean, Melandar, Olvar, Aldaka, Febfendu, Atigax, Kathkusa, and/or Zur) or a quantity of sturgeon roe worth 1-200 gp. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 3 Ag: 0 Soft Leather skill …………………………… 3 Co: 0 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 2 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 3 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 2 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 4 0•6•4•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 4 Essence Stalking skill………………………………… 4 PP Dev. Hiding skill …………………………………… 4 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 2 12 1 Weapon Based on Culture/Race ‡………… 2 Race Type: Weapo n • Thro wn skill category ………………… 3 2 1 Weapon Based on Culture/Race ‡………… 3 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 43)…………………………… 55 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR

MERIMETSÄSTÄJÄT (Sing. Merimetsästäjä) The berg-dwelling Merimetsästäjät emerged as a distinct subculture of the Ystavat Talven during the Urdic invasions of the Second Age, weathering the ravages of history into the Fourth. Their berg-delvings wander the waters of Hub Falthol and Caew-iCheldolath, though their hunting parties range as far north as Whalebone Isle. They are most closely related to the Jaamiehet, their landborne neighbors on the Cape of Forochel.

PHYSICAL CHARACTERISTICS Build: Much like the Lumimiehet and the Jaamiehet, the Merimetsastajat are stocky and well-muscled. They tend to have the same broad, handsome features as all Ystavat Talven. They are somewhat lighter than other northern fold, with men averaging 165 lbs and women about 130 lbs. Coloring: Very fair complexioned, with pale blue or green eyes and blond to almost white hair. Height: Short; men average 5'4", with women slightly shorter at 5'1" Lifespan: The Bay of Forochel is not the safest of homes, and the life-expectancy of the Merimetsastajat is considerably brief. Men average about 45 to 55 years, while women average longer at 65 to 80 years. Race Abilities: Comman Man. Resistance: +20 bonus versus cold/ice attacks; -20 versus heat/fire attacks. Special Abilities: The Merimetsastajat have an acute sense of smell and can pick up the scent of Man, Orc or land animal from a mile (5280’) downwind and a 100’ upwind. (They can also smell Dwarf, Elf, and Hobbit from the same distance, but unless they have met with these races before, they are not able to identify the scent). They receive a +10 bonus to Observation. CULTURE Clothing and Decorations: Almost all clothing is, by necessity, of fur-lined leather, and tends to be utilitarian, with an emphasis on warmth and protection against the cold climate. However, the Merimetsastajat are fond of bright decorations and jewelry (which can be added or removed with ease, so as not to attract undue attention while hunting or traveling). Fears and Inabilities: None. As they live on the sea, the Merimetsastajat have no fear of water. Lifestyle: The Merimetsästäjät are poor. They survive by whaling, fishing, hunting and gathering. In the close quarters of a bergdelving, heimo, suku and perhe affiliations are extremely important. They do not use domesticated animals of any kind, having no place for them on their bergs. Marriage Pattern: Monogamous, with lineage being traced through the female. Religion: They pay reverence to the Spirit World, especially to the spirits of whales. Ceremonial life is left largely to the viisaat and henkinimittajat, though dancing and story telling rituals are used by the common Merimetsastaja in his or her relations with the Spirit World. OTHER FACTORS Demeanor: Though quiet and reserved towards strangers, among their own kind the Merimetsästäjät are often boisterous and playful. They are generous, open and honest (sometimes to the point of naivete). They are also fearless and persevering, but never foolhardy. Language: Startin g Langua ges: Merimetsästäjät speak (but do not write) Lab ba (S9/W0). A do lesc ent Skill De velo p men t: The Merimetsästäjät also have the opportunity to learn Umitic (S3/W0), some might also speak a smattering of Westron (S2/W0).

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Prejudices: Above all other races, the Merimetsästäjät hate ice and water-drakes. Professions: No Kekhavra, Vracara, Drughán, Wegech, Bards, Rangers or Thievies. Training Packages: All available except Architect, Apothecary, Beastmaster, Burglar, City Guard, Con Man, Cut Purse, Cloistered Academic, Farmer, Midwife, Innkeeper, Loremaster, Mercenary, Sage, Soldier, Sailor, Spy, Surgeon and the training packages specific to other race/cultures. Special Skills: Everyman : Skinning, Trapping, Foraging, Survival (tundra), Rowing Res tricted: All skills in the Urban skill category, all skills in the Science/Analytic • Basic and Specialized skill categories. Standard Hobby Skills: Soft Leather, Dancing, Tale Telling, Rowing, Climbing, Observation, Body Development, Signaling, Beadwork, Boat Building, Ice-carving, Ivory-carving, Leather Crafts, Directed Spells (Ice Bolt), Ice and Snow Lore, Sea/ Whale Lore, History (Merimetsastaja), Foraging (Arctic), Weather Watching, Attunement, Open Spell Lists, Hide, Stalk, First Aid, Sailing. Weapon: Any except I-H Concussion.

OUTFITTING OPTIONS Weapons: Dagger, harpoon, javelin and spear. Armor: Their thick, fur-lined coats act as soft or padded armor. Clothing: Both women and men wear white or grey, fur-lined, sealskin coats and hats worn over very soft sealskin pants. Fur-lined, leather boots bound with thick and wide leather leggings to keep out cold and water. They often wear decorative badges, necklaces or armbands of beads. In the endless cold, thick, fur-lined mittens or soft leather gloves are worn almost constantly. They may also wear various forms of pouches and bags-from a large, hard leather, waterproof fish pouch to a small, soft leather, herb pouch when they arc ashore in summer. The pouches are worked and decorated with beads, leather fringes and embroidery. BACKGROUND OPTIONS Merimetsästäjät receive 55 Talent points (5 Background Options). Extra Languages: Due to their isolation, the Merimetsästäjät learn very few languages. In very unusual circumstances, those Merimetsästäjät coming in contact with southern whalers may learn Westron (S4/W4). Mental Abilities: All available. Physical Abilities: All available. Special Abilities: All available except those which deal with empathy with animals. Special Items: All available; the Merimetsästäjät favor items made of ivory or decorated leather. Special Status: None allowed. Special Training: All available. Wealth: The Merimetsästäjät may sell whale or walrus ivory at 4 gp/lb, blubber (for lamp oil) at 1 cp/10 lbs. Awhole smoked fish or 10 strips of jerked meat may be sold for 1 sp. They may also have a selection of rare herbs only found in the Far North. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 3 Ag: 0 Soft Leather skill …………………………… 3 Co: 0 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 3 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 3 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 2 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 5 0•6•4•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 1 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 4 Essence Stalking skill………………………………… 4 PP Dev. Hiding skill …………………………………… 4 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 2 12 1 Weapon Based on Culture/Race ‡………… 2 Race Type: Weapo n • Thro wn skill category ………………… 3 2 1 Weapon Based on Culture/Race ‡………… 3 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 50)…………………………… 55 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

77

CULTURE/RACE OF NORTHWESTERN ENDOR

NORTHMEN (URBAN) The “urban Northmen” of Rhovanion are descendants of Eriedain (Second Age Eriadorians) who migrated through the Great Isen gap or the passes in the misty Mountains during the first six centuries of the Third Age. They live in the principal towns of the Nan Celduin (S. “River Running Valley”) and Nan Annen (S. “Long Lake Valley”) in the North, and Mirkwoods East Bight in the South. The Dalemen, Lakemen, and Waildungs are all urban Northmen.

PHYSICAL CHARACTER Build: Average to stocky. Men average 190 pounds, women average 130 pounds. Colouring: Fair skin with blond hair and blue eyes. Endurance: normal. Height: Men average 6’1”; women average 5’5”. Lifespan: 60-85 years Race Abilities: Northman. Resistance: Average. Special Abilities: none. CULTURE Clothing & Decoration: Various types of elaborate or practical wool and linen garb, including cloaks, boots, etc. Tunics are worn in warmer areas; shirts and pants or leggings are worn in cooler locales. Some imported silks and fine cottons are in evidence. Most males sport some degree of facial hair. Fears & Inabilities: Nothing special. Lifestyle: A varied, rather cosmopolitan lot. Many are from mercantile or guild backgrounds and some have dealt with enchantments. Marriage Pattern: Monogamous. The line is traced through the male. The wife resides with the husbands family. Religion: They celebrate four festivals during the year; midsummer, mid-winter, and the equinoxes. At these times the scattered communities gather together, to celebrate the change of seasons, the completion of work and to socialize. Eating, gambling, and contests of skill dominated these events. Festival nights bring about revelry with music and dance. OTHER FACTORS Demeanour: Independant, practical, straightforward and boisterous. Language: Starting Lang uages: Rhovaik (S8/W8) though each town has it’s own dialect, most know some Westron (S6/W4); Allowed Ad oles cence Developmen t: Rhovaik (S10/W10), Atilduk (S6/W6), Westron (S8/W8), Gramuik (S10/W10), Nahaiduk (S6/W6). Prejudices: They hate Orcs and wargs. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. They rarely produce spell users of any sort, the most common found though are Urdharkona (Pl. Urdharkonur, treat as Animists). Training Packages: All available except Architect, Astronomer, Cloistered Academic, Sage, Scribe and the training packages specific to other race/cultures. Amateur Mages and weapon masters are Rare. Special Skills: Ever yman : All skills in the Urban category; Restr icted: None. Standard Hobby Skills: Acrobatics, Acting, Ambush, Animal Handling, Appraisal, any Armour skills, Boat Piloting, Body Development, Bribery, Climbing, Contortions, Cooking, Dancing, Diplomacy, Disarming Traps, Embroidery [Crafts], First Aid, Fletching, Gambling, Hiding, History (City), interrogation, juggling, languages, leather-crafting, metal-crafting, obseration, painting, picking locks, plat instrument, public speaking, read runes, re-

78

gion lore (local), riding, sculpting, seduction, sewing, singing, stalking, stilt-walking, stone-crafting, tightrope-walking, trading, trap building, trickery, any weapon skills, wood-crafting.

OUTFITTING OPTIONS Armour: Any Weapons: Dagger, Broadsword, Short bow, long bow, spear, short sword. BACKGROUND OPTIONS Urban Northemn get 50 Talent Points (5 Background Options). Extra Languages: in addition to the tongues listed above, a, urban Northman might in unusual circumstances learn: Bethteur (S6/W6), Eothrik (S6/W6), Orkish (S4/W4), Waildyth (S4/W0), Logathig (S6/W6). Mental Abilities: All available. Mystical Abilities: All available Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Special Status: All available. Special Training: All available. Wealth: Silver pieces of Gondorian mint. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. Shadow-sight: You can see ghosts, wraiths, and other denizens of the shadow-world as if they were normally visible [10 points].

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat ADOLESCENCENT SKILL Bonuses: DEVELOPMENT Northmen (Urban ) charact ers gain the Ag: 0 following skills during their adolescent develop- Co: +2 ment. Me: 0 Armou r • Lig ht skill cate gory…………………………… 1

Re: 0 Soft Leather skill …………………………… 0 Rig id Leather sk ill…………………………… 0 SD: +2 Armour • Medium skill categ ory ………………… 0 Em: 0 Chain s kill…………………………………… 0 In: 0 Athletic • Brawn skill category…………………… 1 Athletic • Endurance skill categ ory ……………… 1 Pr: +2 Swimmin g skill……………………………… 3 Qu: 0 Athletic • Gy mnastics s kill category……………… 1 St: +2 Climbin g skill ……………………………… 0 Awareness • Perception s skill categ ory…………… 0 RR Mods: Alertnes s skill ……………………………… 2 Ess: 0 Awareness • Searching s kill category …………… 1 Chan: 0 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 3 Ment: 0 Co mbat Manoeuvres skill category ……………… 0 Poison: 0 Mounted Combat …………………………… 0 Disease: 0 Co mmunications skill category…………………… 5 Lang uage skills † …………………………… 10 Body Dev. Lore • General skill category……………………… 3 Progression: “Own” Regio n Lore s kill…………………… 3 0•6•5•2•1 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Channelling Rid ing skill (us ually horses)………………… 0 PP Dev. Outdo or • En vironmental s kill category ………… 0 Progression: Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill category…………… 1 0•6•5•4•3 Spells • Own Realm Open List Skill Category…… 0 Essence skill in one s pell list………………………… 0 PP Dev. Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Progresseion: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Stalking skill………………………………… 0 Mentalism Hiding skill …………………………………… 0 Tech/Trade • General skill category……………… 1 PP Dev. Urban skill skill category ………………………… 5 Progression: Weapo n • 1 H Con c sk ill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 1 Soul 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • 2 Han ded s kill category………………… 0 11 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Miss ile skill category …………………… 1 Race Type: 1 Weapon Based on Culture/Race ‡………… 1 2 Weapo n • Pole arms s kill category ………………… 0 Recovery 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 0 Multiplier: 1 Weapon Based on Culture/Race ‡………… 0 0.9 Hobby Ran ks (see Section 13.0 ) ………………… 12 Talent Points (cost: 77)…………………………… 50 † - May only be allocated u p to the max imum number of ranks listed for the “allowed adolescence languages ”. ‡ - See the specific culture/race en try.

79

CULTURES/RACES FOR OTHER ERAS

ROHIRRIM (sing. Rohir) The Rohirrim (S. “Masters of Horses), the Riders of Rohan are the Northmen of Rohan and have a complex ancestry. They settled in Rohan (then Calenardhon) about T.A. 2510 at the request of Cirion, the Steward of Gondor. The grant was a reward for the Northmen’s aid in the defeat of the Easterling Balchoth. Between T.A. 1977 and 2510, the ancestors of the Rohirrim then called the Éothéod - lived in the Northern Anduin Valley. During the period T.A. 1857-1977, these Northmen lived further south in the Anduin Valley, between the Old Ford and the Gladden Fields (S. “Loeg Ningloren”. Prior to T.A. 1857 they were called the Éothraim of Rhovanion and lived south and east of Mirkwood. The Rohirrim call Rohan the “Riddermark”.

PHYSICAL CHARACTER Build: Average to stocky and strong. Men average 190 pounds; women, 130 pounds. Colouring: Blond, with fair skin and blue eyes. Endurance: Average, although they can ride as long as their mounts can endure, and as long as they can stay awake. Height: Men average 6’1”; women, 5’5". Lifespan: 60-85 years. Race Abilities: Northman. Resistance: Normal. Special Abilities: They are superb with riding animals and produce fabulous horsemen. They get a special +20 bonus for Mounted Combat. CULTURE Clothing & Decoration: Linen and/or woolen shirts, medium length pants and leggings. Warriors commonly wear chain mail and carry shields bearing the symbol of their folk, a white horse on a green field. Fears & Inabilities: Nothing special. Lifestyle: Herders and horse-masters, they spend much of their year living in various semi-permanent camps set out on a circuit of pastures. They return to their permanent homes for the winter. Some garden or farm. Most Rohirrim are also accomplished hunters and fishermen. Marriage Pattern: Monogamous. Line is traced through the male. Religion: Somewhat formal. Rituals celebrate life, fertility and the cycles of the seasons. Most are held atop hills in mountain vales or at the base of the peaks. They revere Eru and the Valar and in particular, Araw (Oromë). The ancient Cult of the Stag and Cult of the Earth are maintained. OTHER FACTORS Demeanour: Practical, rugged, straightforward and somewhat loud. They enjoy song, celebration, physical games and battle. Language: Startin g Langua ges: They speak Rohirric (S8/W6), the descendant of the older Eothrik tongue of Rhovanion. Most also speak Westron (S8/W6) and a little Dunael (S2/W2). Allo wed Ad olescen ce Development: Rohirric (S10/W10), Westron (S10/W10), Adúnaic (S6/W6), Atliduk (S8/W8), Logathig (S6/W6), Nahaiduk (S8/W8) and Dunael (S8/W8). 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.

80

Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Rohirrim rarely produce pure or hybrid spell users. Training Packages: All available except Apothecary, Amateur Mage, Astronomer, Beastmaster, innkeeper, Shaman Priest Surgeon and the training packages specific to other race/cultures. Special Skills: Ever yma n: Mounted Combat skill and all Outdoor • Animal skills involving horses; Restricted: None. Standard Hobby Skills: Acrobatics, Ambush, Animal Handling, any Armour • Medium skill, Attunement, Body Development, Caving, Climbing, Contortions, diplomacy, embroidery [crafts], fauna lore (Horses), first aid, fletching, foraging, gambling, Herding, hiding, History (Rohir), language, leather-crafts, Leadership, metal-crafts, military organization (calvelry), Mounted Combat, public speaking, observation, riding, signaling, singing, sprinting stalking, star-gazing, swimming, tactics (cavalry), tale telling, tracking, any weapons skills (except 1-H concussion), weather-watching.

OUTFITTING OPTIONS Armour: Chainmail with helmet and shield. Clothing: Males: long-sleeved cotton shirt (dark grey or blue); wool jerkin (maroon, brown, grey, blue) falling to mid-thigh, embroidedered bands at its hem and neck; wool trousers wrapped with linen strips around the calves tokeep 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, seagreen) and more ornate embroidery; at home they don low shoes and cotton or woolen gowns (white or pale grey favoured) with simple, form-fitting lines and extensive embrodery 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, travelling with their horses and herds, every adult has at least one small tent, a bedroll and mess kit. Weapons: Broadsword, dagger, lance, composite bow, long knife, light lance, heavy lance, long sword. BACKGROUND OPTIONS Rohirrim receive 45 Talent Points (4 Background Options). Extra Languages: In addition to the tongues listed above a Rohir might learn: Pûkael (S4/W4) and Sindarin (S6/W6). Mental Abilities: All available. Mystical Abilities: Only Danger Sense, look of Eagles, Magical resistance, Resistance, Unnatural Aging, Visions available. Physical Abilities: All available. Special Abilities: All available. Special Items: Spell adders and daily items not available. Weapons and tools are usually ornamented elaborately - gold and silver engraving and settings of ruby or amber are popular. Special Status: All available. Special Training: All available. Wealth: Gold and silver pieces of Gondorian mint or rarer celebratory Rohirric pening (equivalent in value to Gondor’s silver piece). Anumber of riding horses worth an equivalent amount (light horse, 45 sp; medium horse, 60 sp; heavy horse, 80 sp; lesser warhorse, 20 gp; greater warhorse, 75 gp). Mental Flaws: All available. Physical Flaws: All available. Special Flaws: Only Cursed Shapeshifter, Dependent, Duty, Repulsive Habit, Rival/NPC, Secret, Secret Identity, Stat penalty, Terrible Luck, The Slain, Unlucky available. Hors e E mpathy: You can communicate empathicly with any horse

within a range of 1’ for every level you have. Any maneuvre with a horse receives a special +25 bonus [10 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 0 Co: +2 Rig id Leather sk ill…………………………… 1 Armour • Mediu m skill category………………… 2 Me: 0 Chain s kill…………………………………… 2 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: +2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Manoeures skill category………………… 0 Mounted Combat …………………………… 2 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 8 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 8 Rid ing skill (us ually horses)………………… 8 Progression: Outdo or • En vironmental s kill category ………… 3 0•6•5•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 2 Progression: 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • 2 Han ded s kill category………………… 1 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 1 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 11 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 0 2 1 Weapon Based on Culture/Race ‡………… 0 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 101)…………………………… 45 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.9

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” provided for a character’s cu lture/ race. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR under development, not available for character development.

SARALAINN CLANSMEN Over 100 years ago the plains Minhiriath were the home of scattered Daen tribesmen. With the downfall of Cardolan refuges streamed into the area along with many Eriadorians from the east. One could have expected problems from the clash of cultures; but the cultures merged and became one.

PHYSICAL CHARACTER Build: They are somewhat swarthy coming primarily from Daen stock Colouring: Endurance: Height: men average 5’7”; women average 5’1” Lifespan: Race Abilities: Resistance: Special Abilities: CULTURE Clothing & Decoration: Fears & Inabilities: Lifestyle: Marriage Pattern: Religion:

OTHER FACTORS Demeanour: Language: Starting La nguages: Allowed Adolescence Development: Prejudices: Professions: Training Packages: Special Skills: Everyman: Restricted: Standard Hobby Skills: OUTFITTING OPTIONS Weapons: Clothing: Males: Female:

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CULTURE/RACE OF NORTHWESTERN ENDOR

83

CULTURE/RACE OF NORTHWESTERN ENDOR

VARIAGS The Variags live in the region of Khand, a semi-arid plateau which 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 neighbours.

PHYSICAL CHARACTER Build: Medium; men average 155 ponds; women, 125 pounds Colouring: Extrememly dark grey or black skin, straight black hair and red or reddish brown eyes. Endurance: Variags can travel for extreme periods on horseback with little or no rest. Height: Medium; men average 5’9”; women, 5’3” Lifespan: Short, about 50-70 years. Race Abilities: Common Man. Resistance: Average Special Abilities: Variags are superb riders and handle both horses and camels well. They get a special +10 bonus for Mounted Combat. CULTURE Clothing & Decoration: Variags favour black and red clothing and wear richly adorned garb. Their armour is designed around hideous, frightening beast designs. They carry gold or gilded weapons. Many wear gold trinkets in their ears, noses, cheeks or lips. Ornate, ritual scarring (as opposed to tattooing) is frequently present. Fears & Inabilities: Variags fear Darkness (but not the night) and illness or infirnity - anything that might infringe upon their physical prowess. Lifestyle: Always at war, Variags live a brutal and exciting life. Most are herders and raid the stocks of their enemies. Elite warriors and the female priesthood control life. Marriage Pattern: Woman take more than one mate, and there is no marriage. a womans brother helps raise the children. The line is traced through the female. Religion: Variags worship a pantheon of creul gods and have elaborate nighttime ceremonies; sacrifices abound. The Lord of Darkness is the strongest deity, and is actually a modified incarnation of Morgoth or Sauron. Female priests interpret laws. OTHER FACTORS Demeanour: Confident, fearless, jealous, abrupt, impulsive and cold hearted. Language: Starting Languages: Variags speak Varadja (S8/W6), Haradaic (S6/W4), and Westron (S4/W2). Allowed Adolescence Dev elopment: Varadja (S10/W10), Westron (S6/W6), Haradaic (S8/W8), Logathig (S8/W8). Prejudices: The Variags despise all Men except those who have recently defeated them in battle. They have grudging respect for the races of Mordor, but generally hate all non-mannish folk. Professions: Animists, Drughân, Wegech and Lay Healers are unknown to the Variags. Training Packages: All available except Apothecary, Amateur Mage, Astronomer, Architect, Beastmaster, Cloistered Academic, Cut Purse, Farmer, Innkeeper, Loremaster, Midwife, Sailor, Sage Surgeon and the training packages specific to other race/cultures. Special Skills: Everyman: Mounted Combat skill and all Outdoor • Animal skills involving horses; Restricted: None. Standard Hobby Skills: Acrobatics, Ambush, Animal Handling, Armour • Light skills, Appraisel, Body Development, Contrortions, Directed Spells, Emdroidery [crafts], Contortions, Tattooing [CRAFTS], fauna lore, fletching, foraging, gambling, hiding, History (Variag), jumping, leather-crafts, metal-crafts, military or-

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ganization, observation, Region Lore (Khand), Religion (Dark), riding, singing, sprinting, spell lists, stalking, tale telling, tracking, any weapons skills, weather-watching.

OUTFITTING OPTIONS Armour: Soft or rigid leather ans a small, reinforced, oval shield and a layered leather helm. Clothing: Males: short or long-sleeved tunic (red or bl ack) spun fro m 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; sandels; helmet of layered leather with brightly hued tassels and plumes; blck 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 red and purple appliqué; camel hair breeches (red or black); leather riding greaves covering the inner surfaces of the thigh and calf; sandels; head dress, taking the stylized form of a bat, serpent, lizard, hawk, wild cat, or horse. Weapons: Bola, dagger, javelin, scimitar, short bow, sling, knife, horse bow, usriev. BACKGROUND OPTIONS Variags get 55 Talent Points (5 Background Options). Extra Languages: In addition to the tongues listed above, a Variag might in unusual circumstances learn: Apysaic (S8/W8), Black speech (S6/W6), Orcish (S8/W8). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Variag craftsmen favour brightly coloured implements of bone, leather, iron gold and bronze adorned with beast motifs. Special Status: All available. Special Training: All available. Wealth: Livestock (camel, 20 sp each; light horse, 45 sp each) or gold jewelry (earrings, nose rings, cheek rings, finger rings, wrist bracers). Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 1 Co: 0 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 0 Pr: 0 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 1 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 6 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: +0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 4 Rid ing skill (us ually horses)………………… 4 Progression: Outdo or • En vironmental s kill category ………… 3 0•6•4•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill category…………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 1 Essence Stalking skill………………………………… 1 PP Dev. Hiding skill …………………………………… 1 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 2 Progression: 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 12 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 56)…………………………… 55 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 1.0

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF NORTHWESTERN ENDOR

WOODMEN The Woodmen are descendants of the Eriedain (Second Age Eriadorians), who migrated eastward over the Misty Mountains under pressure from Númenórean colonists, during the Second Age. They have long dwelt in Mirkwood, the great forest of Rhovanion. They are a loose tribe of hunter/gatherers who live in or below the trees as extended families, bands, or clans. They are Northmen and thus related to the Beijabar in the nearby Anduin Vales and the foothills of the Grey Mountains.

PHYSICAL CHARACTER Build: Average to stocky, with strong but angular features. The men possess large amounts of facial hair. Men average 195 pounds; women, 135 pounds. Coloring: Fairskin with reddish highlights. They have blond hair and blue or green eyes. Endurance: Average. Height: Men average 6’1"; women, 5’5". Lifespan: 65-85 years. Race Abilities: Northman. Resistance: Average. Special Abilities: They can climb and move along tree limbs exceedingly well. They get a special +20 bonus to Climbing skill and Acrobatics skill. They get a special +10 bonus to Foraging skill. CULTURE Clothing & Decoration: They wear crude woolen tunics and short pants with leggings. Most favor coats, cloaks, and fur hats. Fears & Inabilities: Nothing special. Lifestyle: They are an independent lot who have no formal political structure. Living off the gifts of the forest, they reside in small, close groups secluded from other races. They interact with few other than the Beornings and Silvan Elves. Utterly at home in the woodlands, their tracking, climbing, hiding, hunting, and foraging techniques are superb. Marriage Pattern: Monogamous. The line is traced through the male. Marriage is outside the family but within the clan. The wife resides with her husband’s family. Religion: Mostly personal and within the family or band. Female Wuitan (“Knowing Ones”) serve as shamans - who act as seers, healers, and spiritual leaders. They manage the ancient Cult of Growing (“Alanakyn”) which meets for rare tribal ceremonies. The Vala Araw (Oromë) is revered above all others. OTHER FACTORS Demeanor: Quiet, independent, reclusive. Language: Starting La nguag es : They speak the Rhovanion tongue called Nahaiduk (S8/W6), a little Westron (S6/W4), and a little Sindarin (S4/W3). A llowed Ado lescence Develo pment: Nahaiduk (S10/W10), Westron (S8/W8), Sindarin (S6/W6), Atliduk (S8/W8), Logathig (S8/W8). Prejudices: Woodmen hate Orcs, Wargs, Trolls, and Giant Spiders. Professions: All available except Animist, Drughân, Kekhavra, Vracara, Wegech. Female Woodmen can become Wita (Rh. “knowing ones”), treat as Animist but all spells are sung or chanted; and 2 Animist base lists may be swoped for a Cleric base list and a Ranger base list. Training Packages: All available except Apothecary, Beastmaster, Innkeeper, Farmer, Shaman Priest, Surgeon and the training packages specific to other race/cultures. Special Skills: Ever yma n: Climbing, Foraging, Hiding, Hunting, Tracking; Restricted : None. Standard Hobby Skills: Acrobatics, Ambush, Armour • Light skills, Body Development, Climbing, Crewelwork [crafts], dancing, fauna lore, first aid, fletching, flora lore, foraging, hiding, leather-

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crafting, observation, rappelling, read runes, region lore (Mirkwwod), rope mastery, signaling, stalking, swim, tale telling, tightrope-walking, tracking, any weapon skills, wood-crafting.

OUTFITTING OPTIONS Armour: None or soft leather. Clothing: Smock of beige or soft white wool; short tunic of buff, moss green, or grey wool, ornamented with contrasting crewelwork across the shoulders, chest and at the lower hem; woolen leeggings and full trousers ending at the knee, gather into a cuff or full trousers gathered at the knee into a narrow sheath extending to the ankle; short woolen coat in subdued colours; long woolen cloak with hood; fur hat; fur boots, soft and unconstructed for excellent traction on tree limbs. Weapons: Club, dagger, hand axe, long bow, quarterstaff, short sword, sling, woodman’s axe, throwing darts, knife. BACKGROUND OPTIONS Woodmen get 45 Talent Points (4 Backgroun Options) Extra Languages: In addition to the tongues listed above, a Woodman might in unusual circumstances learn: Silvan (S6/W6), Waildyth (S6/W0), Orkish (S4/W4). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special items: All available. Special Items: All available. Woodmen create items of wood, bark, fur, leather, and feathers. Special Training: All available. Wealth: Herbs Rewk, 9sp; Thurl, 1 sp; Terbas, 2 gp; Berterin, 19 gp; Slota, 36 gp). Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available. Tree Merge: You can mege into the bole of any tree with a trunk at least 1 foot in diameter. Whilst merged you cannot move or perceive, nor can your presence be detected. You can emerge from any side of the tree. This talent costs 1 exhaustion point for every 5 minutes spent merged [25 points]. Dwar f Fr iend: You are well acquainted with the Dwarves, and are immediately respected by any Dwarf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Dwarves, and you knowthree extra ranks of spoken Kuduk [20 points]. Elf Friend: You are well acquainted with the Elves, and are immediately respected by any Elf you meet. You gain a special bonus of +5 to your Pr stat bonus when dealing with Elves, and you know three extra ranks in the Elvish language of your choice [17 points].

CULTURE/RACE OF NORTHWESTERN ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 1 Co: +2 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: 0 Chain s kill…………………………………… 0 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +2 Athletic • Endurance skill categ ory ……………… 1 Em: 0 Swimmin g skill……………………………… 1 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 3 Pr: +2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Manoeuvres skil category ………………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 1 Ment: 0 Lang uage skills † …………………………… 4 Poison: 0 Lore • General skill category……………………… 3 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 5 0•6•5•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 4 Essence Stalking skill………………………………… 4 PP Dev. Hiding skill …………………………………… 4 Progresseion: Tech/Trade • General skill category……………… 1 0•6•5•4•3 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 2 Progression: 1 Weapon Based on Culture/Race ‡………… 2 Weapo n • 2 Han ded s kill category………………… 0 0•7•6•5•4 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 11 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 111)…………………………… 45 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.9

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF ENDOR

COMMON ORCS (Yrch, sing. Orch) Common Orcs fear the sun and make their dwellings in caverns beneath the mountains. The Hithaeglir (Misty Mountains) and the Ered Mithrin (Grey Mountains) harbour myriad tribes who prey upon the men of Rhovanion, sometimes at the direction of Suaron’s will, often promoted merely by a greed for plunder. The Orcs inhabiting the peaks surrounding Mordor (Ephel Dúath, Ered Lithui) are more strongly dominated by the Dark Lord.

PHYSICAL CHARACTER Build: Heavy, with thick hides, short legs, and long, thin arms. They have grotesque, fanged faces and random hair growth. Males and females average 65 pounds. Colouring: Black or grey hair, black or reddishbrown eyes, and deep grey or black hides. Endurance: Tremendous. They can travel for 2 days without rest. Alternatively, they can run for up to 12 hours without stopping. +20 to exhaustion points (see Section 22.3). Height: Males and females average 4’. Lifespan: Indefinite; certainly hundreds of years, but the nature of their warlike life permits few to live past the age of 50. Race Abilities: Orc. Resistance: +30 DB and RR bonuses versus heat and cold attacks. Special Abilities: Orcs sleep during daylight hours, although they need sleep only once every 3 days (more often to restore Power Points). Orcish vision in most darkness is as good as a Man’s during the height of day. When there is barely any light (cloudy, moonless nights; upper caverns, dungeons), Orcs can see at least 50' perfectly and fairly well up to 100'. In absolute darkness (deep caverns), they can see 10'. CULTURE Clothing & Decoration: Skins, leathers, and metal armour; crude, but well made and effective. Fears & Inabilities: Natural sunlight and deep, running water. In full daylight, they only have 60% of normal activity each round; in artificial or magical daylight, they only have 80% of normal activity each round. Lifestyle: Bred as labourers and warriors, Orcs respect power and terror above all things. They join and cooperate in substantial groups only when led by a “focused will,” some overwhelmingly strong individual. To them, politics equates with force, and separate Orc tribes often war. Inter-tribal cannibalism is the norm. They are, however, quite skilled. Their smiths rival those of the Dwarves and Elves and, although the items they produce lack beauty in form, they are exceptionally effective. Orcs are also fine healers, despite their lack of concern for scarring. Utility is their principal concern. Marriage Pattern: Orcs do not marry; they breed. The females live together in secluded areas which are normally accessible only to the strongest males. In addition, the females are receptive only to the fiercest and most attractive males. This results in the strongest offspring. The many young are kept together and raised jointly by all the female Orcs. Religion: Most Orcs worship Darkness and power. Most revere Sauron as a god, respecting his ability to induce utter terror OTHER FACTORS Demeanour: Orcs are cruel, jealous, petty, ambitious, selfish, and

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suspicious. They are almost always uncomfortable and, aside from mealtime or battle, are never happy or at peace. Language: Starting L anguages: Orcs speak various Orkish dialects (S8/W2), Westron (S4/W0). Allowed Adolescence Development: Orkish (S10/W10), Westron (S4/W4), and Black Speech (S6/W6). Prejudices: Orcs hate all races, including Orcs of other tribes. They particularly despise Elves, who they believe to be a spiteful, wicked, and wayward race. Professions: No Barbarian, Drughân, Kekhavra, Vracara, Wegech. Most Orcs are Fighters, Rogues, or Thieves. They make very poor spell users. Females can only be Laymen. Trai ni ng Pa cka ge s: On ly Adventurer, Crafter, Farmer (females only, giant mushrooms, goats, kine), Healer (Orc), Hunter, Lab orer, Mercenary, Shaman Priest, Soldier, Tracker, Traveller, Wanderer, Weapon Master, Wolfrider. The only training package open to females is farmer. Special Skills: Everyman: Athletic Games (Brawn), Power-striking, Power-throwing, all skills within one of the following categories: Weapon • 2 Handed or Weapon • Pole arm, Weight-lifting; Res tricted: Public Speaking, Seduction, Trading. Standard Hobby Skills: Acrobatics, Ambush, Animal Handling (Bats, Wargs, wolves), Appraisal, any Armour skills, Body Development, Caving, Climbing, Contortions, Disarming Traps, First Aid, Gambling, Hiding, Juggling, Jumping, Leather-crafts, Metal-crafts, Picking Locks, Pole-vaulting, Rappelling, Region Lore (any cavernous region), Riding (wargs, wolves), Scaling, Sprinting, Stalking, Tactics, Totem Making [crafts], Tracking, Trickery, and weapon skills, Wood crafts.

OUTFITTING OPTIONS Armour: None, soft or rigid leather. Leather helmet. Shields are rare. Clothing: Males; short hide kilt; wrist guards; leather boots. The leather and hides are undyed. Females: hide tunic, falling to mid-thigh; no foot gear; leather thong worn as a headband to restrain the hair. Weapons: Club, dagger, hand axe, scimitar, short bow, spear, whip, harpoon, barbed arrows. BACKGROUND OPTIONS Common Orcs get 60 Talent Points (6 Background Points) Extra Languages: In addition to the tongues listed above: a common Orc in unusually circumstances might learn Atliduk (S4/W4), Black Speech (S8/W8), and Westron (S8/W8). Mental Abilities: All available. Mystical Abilities: Only Danger Sense, Magical Resistance, Resistance, Unnatural Aging. Physical Abilities: All available except Ear for Music. Special Abilities: All available. Special Items: Daily spell items and spell adders not available (reroll). Weapons and tools made by Common Ores are ungainly to look upon, but serviceable. Iron, steel, hide, and sinew are typical materials. Special Status: Only Military Rank available. Special Training: All available except Natural Horseman. Wealth: Varying mints, obtained as plunder in battle or stolen from

CULTURE/RACE OF ENDOR the tribe’s hoard. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: Only Cursed Shapeshifter, Duty, Rival/NPC, Stat Penalty, Terrible Luck, Unlucky. Sn iveller: You are a fearful little rodent of an Orc. You suffer a special penalty of -20 to all Fear RRs [-10 points]. Can nib alis tic: You have, like nearly all Orcs, tasted Orc-flesh. However, you have acquired a taste for it and it is all you will eat. Food of any kind is wont to make you physically ill. You must make a Disease RR each time you attempt to eat anything but Orc-flesh [20 points]. Igno re Day: You are unaffected by bright light and do not suffer the activity penalties your fellows suffer while in the sun’s gaze or other bright light [10 points]

Stat Bonuses: Armour • Ligh t skill category …………………… 3 Ag: -2 Soft Leather skill …………………………… 1 Co: +6 Rig id Leather sk ill…………………………… 3 Armour • Mediu m skill category………………… 2 Me: -4 Chain s kill…………………………………… 2 Re: -4 Athletic • Brawn skill category…………………… 1 SD: -8 Athletic • Endurance skill categ ory ……………… 1 Em: -6 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: -4 Climbin g skill ……………………………… 1 Pr: -4 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: +2 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: +20 Lore • General skill category……………………… 1 “Own” Regio n Lore s kill…………………… 3 Disease: +5 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 2 0•6•4•2•1 Power Awarenes s skill category *………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 1 0•6•5•4•3 Ambush……………………………………… 1 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•4•3•2•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 3 Mentalism 1 Weapon Based on Culture/Race ‡………… 3 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 0•4•3•2•1 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 1 1 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: -2 0)…………………………… 60 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF ENDOR

URUK-HAI (sing. Uruk) Following Sauron’s resurrection in T.A. 1000 he began breeding a new race of Orcs, one cap able of independent and intelligent action. After centuries of work, he produced the first Greater Orcs, and he called th em the Uruk-h ai (BS “Orc-race”) because they were more suited to the formation of societies. Initially, the Uruk-hai remained close to Sauron and served as lieutenants and elite guards, but gradually their numbers grew and their strain strengthened. Their existence remained guarded until Sauron was willing to show his hand. Nonetheless, in T.A. 2475 they were unleashed in full scale battle formations. They are the Dark Lord’s finest goblin troops.

PHYSICAL CHARACTER Build: While Uruk-hai have a more “human” appearance than Common Orcs, they are still heavy with cat-like eyes, fang-teeth, and black/grey hides. They have longer, stronger, and straighter legs than Common Orcs. Males and females average 145 pounds. Colouring: Black or grey hair, black or reddish-brown eyes, and black/grey hides. Endurance: Tremendous. They can travel for 3 days without sleep. Alternately they can run foruo to 18 hours without stopping. +30 to exhaustion points (see Section 22.3). Height: Uruk-hai average 5’6” and 145 pounds. Lifespan: Indefinite; certainly hundreds of years, but the nature of their warlike life permits few to live past the age of 50. Race Abilities: Uruk. Resistance: +30 DB and RR bonuses versus heat and cold attacks. Special Abilities: Uruk-hai usually sleep during daylight hours, although they need sleep only once every 3 days (more often to restore Power Points). Uruk-hai operate freely in daylight, and their vision in most darkness is as good as a Man’s during the height of day. When there is barely any light (cloudy, moonless nights; upper caverns, dungeons), Uruk-hai can see at least 30' perfectly and fairly well up to 75'. In absolute darkness, they can see 10'. CULTURE Clothing & Decoration: Skins, leathers, and metal armour- crude, but well made and effective. Fears & Inabilities: They dislike natural sunlight and deep running water, but they do not fear them. Lifestyle: Bred as warriors, Urik-hai respect power and terror above all things. Marriage Pattern: Uruk-hai do not marry; they breed. The females are receptive only to the fiercest and most attractive males. Religion: Most Orcs worship Darkness and power. OTHER FACTORS Demeanour: Uruk-hai possess more intelligence and cunning than Common Orcs, but they are still cruel, jealous, petty, ambitious, selfish, and suspicious. Language: Starting Language s: Black Speech (S8/W2), Orkish (S8/W3), Westron(S5/W2). Allowe d Adolescence Developme nt: Black Speech (S10/W10), Orcish (S10/W10), Westron (S8/W8), Atliduk (S6/W3), Nahaiduk (S6/W3), Dunael (S6/W3). Prejudices: Uruk-hai hate all other races. They particularly despise

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Elves, who they believe to be a spiteful, wicked, and wayward race. Professions: No Barbarian, Drughân, Kekhavra, Vracara, Wegech. Most Uruk-hai are Fighters, Rogues, and Thieves; They make very poor Essence and Mentalism spell users. Females can only be Laymen. Training Packages: Only Adventurer, Crafter, Healer (Orc), Hunter, Mercenary, Shaman Priest, Soldier, Tracker, Traveller, Wanderer, Weapon Master, Wolfrider. Females can only be Farmers (giant mushrooms, goat, kine) Special Skills: Everyman: All skills within one of the following categories: Weapon • 2 Handed or Weapon • Polearm; Restricted: None. Standard Hobby Skills: Acrobatics, Ambush, Animal Handling (bats, Wargs, wolves), Appraisal, any Armour skills, Attunement, Body Development, Brawling, Caving, Climbing, Contortions, Disarming Traps, First Aid, Fletching, Gambling, Hiding, Interrogation, Jumping, Leadership, Leather-crafts, Metal-crafts, Military Organization, Picking locks, Pole Vaulting, Rappelling, Region Lore (any cavernous region), Riding (wargs, wolves), Scaling, Signalling, Sprinting, Stalking, Tactics, Totem Making (crafts), Tracking, trickery, any Weapon skills.

OUTFITTING OPTIONS Armour: Any, excepting plate armour, Steel helmets and round or target shields common. Clothing: Males: sleeveless hide tunic, cropped at the waist, or falling to mid-thigh; hide pants with leather belt and 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 hair. Weapons: Broadsword, club, dagger, hand axe, long bow, mace, scimitar, short bow, short sword, spear, whip, clawed club or clawed mace (use morning star table), long sword, harpoon, barbed arrows. BACKGROUND OPTIONS Uruk get 45 Talent Points (4 Background Options). Extra Languages: in addition to the tongues listed above an Uruk might in unusual circumstances learn Logathig (S8/W6). Mental Abilities: All available. Mystical Abilities: Only Danger Sense, Magical Resistance, Resistance, Unnatural Aging. Physical Abilities: All available except Ear for Music. Special Abilities: All available. Special items: No spell adders. Weapons and tools made by Urukhai are usually ungainly to look upon, but perform admirably. Iron, steel, hide, and sinew are typical materials. Special Status: Only Military Rank available. Special Training: All available except Natural Horseman. Wealth: Varying mints, obtained as plunder in battle or allotted from the tribe’s hoard for the service to the tribes chief. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: Only Cursed Shapeshifter, Duty, Rival/NPC, Stat Penalty, Terrible Luck, Unlucky. Craven by L ight: You suffer the penalties in daylight that common orcs do (60% activity in ful, natural sunlight, 80% activity in artifical or magical lighting) [-10 points]. Elf-hater: Racial hatred of Elves in most Orcs is a spittle-foaming rage in you. You gain a special bonus of +10 to your OB, inflict double concussion damage, and gain a special bonus of +35 to Stunned Manoeuvreing manoeuvres against Elves. You cannot parry against an Elven opponent. Your base movement rate if attacking an Elf is 125%normal [30 points].

CULTURE/RACE OF ENDOR Bre d for War: You are a hulking, shaggy-haired brute. You gain a special bonus of +2 to each your St and Co stat bonuses, and a special bonus of +10 to your Body Development skill [25 points] Bred for C arnage: You receive a special bonus of +20 to your Frenzy manoeuvres. Concussion hits dealt while frenzied are tripled instead od doubled [30 points].

Stat Bonuses: Armour • Ligh t skill category …………………… 3 Ag: 0 Soft Leather skill …………………………… 1 Co: +8 Rig id Leather sk ill…………………………… 3 Armour • Mediu m skill category………………… 3 Me: 0 Chain s kill…………………………………… 3 Re: 0 Athletic • Brawn skill category…………………… 1 SD: -2 Athletic • Endurance skill categ ory ……………… 1 Em: -6 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: -2 Climbin g skill ……………………………… 1 Pr: -4 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +4 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 3 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: +20 Lore • General skill category……………………… 1 “Own” Regio n Lore s kill…………………… 3 Disease: +5 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 1 Rid ing skill (us ually wolv es)………………… 1 Progression: Outdo or • En vironmental s kill category ………… 2 0•7•5•3•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 1 0•6•5•4•3 Ambush……………………………………… 1 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•5•3•2•2 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 1 Mentalism 1 Weapon Based on Culture/Race ‡………… 1 PP Dev. Weapo n • 1 H Edged skill category ……………… 4 Progression: 1 Weapon Based on Culture/Race ‡………… 4 Weapo n • 2 Han ded s kill category………………… 1 0•5•3•2•2 1 Weapon Based on Culture/Race ‡………… 1 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 1 1 1 Weapon Based on Culture/Race ‡………… 1 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 10 Recovery Talent Points (cost: 123)…………………………… 45 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” . ‡ - See the specific culture/race en try.

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CULTURES/RACES FOR OTHER ERAS

HALF-ORCS (sing. Perorch; pl. Piryrch) Half-orcs are a hideous creation, born of Man and Orc. They are often confused with Uruk-hai, but are a distinct race, small in number but capable and deadly. Their origin is also unclear, although it appears that they were first used by the tainted Wizard Saruman. He still employs them as agents, spies, lieutenants, and special guards. They are particularly effective in Eriador, for Saruman`s half-orcs have Dunlending blood in them and are capable of blending into their societies.

PHYSICAL CHARACTER Build: Half-orcs are akin to Uruk-hai, but look more like dark Men. Males average 150 pounds; females, 135 pounds. Colouring: Black or grey hair, black or reddish-brown eyes. Endurance: They can travel for 2 days without sleep. +10 to exhaustion points (see Section 22.3). Height: Males average 5’8"; females, 5’5". Lifespan: Normally 250-500 years. Race Abilities: Half-orc. Resistance: +15 DB and RR bonuses versus heat and cold attacks. Special Abilities: Half-orcish vision in most darkness is at least 300'. When there is barely any light (cloudy, moonless nights; upper caverns, dungeons), Half-orcs can see at least 25' perfectly and fairly well up to 50'. In absolute darkness, they can still see 5'. CULTURE Clothing & Decoration: Varies, but leather and metal armour is standard with other clothing being depend upon the Orcish or Mannish group they are currently associated with. Fears & Inabilities: They prefer to avoid bright sun lit places, but they are not adversely affected by sunlight. Lifestyle: Individual Half-orcs respect power and terror above all things. Their lifestyle is dependent upon the Orcish or Mannish group they are currently associated with. Marriage Pattern: This is normally dependent upon the Orcish or Mannish group they are currently associated with. Religion: Most Half-orcs worship Darkness and power. OTHER FACTORS Demeanour: Half-orcs are normally cruel, jealous, petty, ambitious, selfish, and suspicious. Language: Star tin g Lan guages: Westron (S8/W4), Orkish (S8/W4), Black Speech (S4/W3). Allowed Ad olescence Develo pment: Westron (S10/W8), Orkish (S10/W8), Black Speech (S8/W8), Dunael (S6/W6). Prejudices: Half-orcs dislike most races, but they particularly despise Elves and Dunedain. Professions: All available except Barbarian, Drughân, Kekhavra, Vracara, Wegech. Training Packages: All available except Beastmaster and the training packages specific to other race/cultures Special Skills: Everyman: none; Res tricted: None. Standard Hobby Skills: Acting, Ambush, Animal Handling, Appraisal, any Armour skills, Attunement, Body Development, Bribery, Caving, Climbing, Directed Spells, Disarming Traps, Fletching, Gambling, Hiding, Jumping, Languages, Leader-ship, Leather-crafts, Metal-crafts, Military Organization, Observation, Picking Locks, Rappelling, Region Lore, Riding, Scaling, Seduction, Signalling, Sprinting, Stalking, Swimming, Tactics, Tale Telling, Tracking, Trap-building, Trickery, any Weapon skills, Weaving, Wood-crafts. OUTFITTING OPTIONS

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Armour: Any. Chain and plate armour are made of utilitarian steel. Clothing: Males: Hide tunic; breeches or a short skirt of hide; stout leather belt; short woolen (dull plaid: moss green, 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 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. Weapons: Broadsword, club, dagger, hand axe, 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.

BACKGROUND OPTIONS Half-orcs get 50 Talent Points (96 cost points). Extra Languages: In addition to the tongues listed above: Atliduk (S6/W6), Rohirric (S6/S6), and Nahaiduk (S8/W8). Mental Abilities: All available. Mystical Abilities: All available. Physical Abilities: All available. Special Abilities: All available. Special Items: All available. Most Half-orcs are equipped from the armouries of Saruman and thus have some of the finest gear. Special Status: Only Military Rank available. Special Training: All available. Wealth: Coinage, gems, and weapons. Mental Flaws: All available. Physical Flaws: All available. Special Flaws: All available.

Stat Bonuses: Armour • Ligh t skill category …………………… 3 Ag: 0 Soft Leather skill …………………………… 1 Co: +2 Rig id Leather sk ill…………………………… 3 Armour • Medium skill categ ory ………………… 1 Me: 0 Chain s kill…………………………………… 1 Re: 0 Athletic • Brawn skill category…………………… 1 SD: +5 Athletic • Endurance skill categ ory ……………… 1 Em: -2 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: 0 Climbin g skill ……………………………… 1 Pr: -2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: 0 Awareness • Searching s kill category …………… 1 St: +2 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 2 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: +10 Lore • General skill category……………………… 2 “Own” Regio n Lore s kill…………………… 3 Disease: 0 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 2 0•6•4•2•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 1 0•6•5•4•3 Ambush……………………………………… 1 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•4•3•2•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 3 Mentalism 1 Weapon Based on Culture/Race ‡………… 3 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 0 0•4•3•2•1 1 Weapon Based on Culture/Race ‡………… 0 Soul Weapo n • Miss ile skill category …………………… 1 1 Weapon Based on Culture/Race ‡………… 1 Departure: Weapo n • Pole arms s kill category ………………… 0 6 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 12 Recovery Talent Points (cost: 88)…………………………… 50 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” . ‡ - See the specific culture/race en try.

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CULTURE/RACE OF ENDOR

CAVE TROLLS Cave Trolls are the largest, most powerful and most beastlike breed of troll. They are extremely solitary and cannibalistic. They are almost blind, but have superb hearing and sense of smell. Their scaly hides are pale, like those of most cave-dwelling creatures. Their feet are huge and splayed.

PHYSICAL CHARACTER Build: Cave Trolls are huge and immensely strong, with thick bodies and limbs. Their tough hides have an inconsistent quality; many have overlapping scales and some have body hair. weight males average 1511 lbs, females average 919 lbs. Colouring: Pale hide, with black or brown eyes. They have black blood. Facial hair is sporadic and coarse with head hair similiar but much more greasy. Endurance: Average. Height: males average 12’; females, 10’2”. Lifespan: 250-350 years. Race Abilities: Torog. Resistance: Trolls do not know fear +100 RR vs fear. Except for sunlight of course. Special Abilities: A trolls hide provides a natural AT 11. Because of there size criticals against them are rolled on the Large creature critical strike table. They have superb hearing which allows them to hear sounds within 100’ in open areas or 25’ when listening through soid barriers. Their sense of smell allows them to detect a scent 100’ upwind, 2000’ downwind and 500’ in still air. They get +25 to tracking something based on it’s smell. They get a special bonus of +10 to any Awareness maneouvre based on touch, smell or sound. A special bonus of +40 to Spatial Location Awareness and a special bouns of +15 to the Awareness Senses skill category. They are immune to naturally occuring heat and cold and take only half damage from heat and cold attacks. They have huge claws which they can use as weapons. CULTURE Clothing & Decoration: Little or none. Fears & Inabilities: Sunlight. When exposed to the natural light of day they turn to stone. They are almost blind (-90 to vision based maneouvres). Lifestyle: Cave Trolls live to eat. No society or inner purpose stirs them, since they unite only when compelled to. They live in or near caves, usually on the edge of civilized lands. For they enjoy the taste of man-flesh (when they can get it) and come forth only at night. Marriage Pattern: None. Females are exceedingly rare, although the distinction is confused. Trolls are reluctant to breed; only when compelled by an outside force does their population grow. Breeding is brief, rare and violent; with the partners going there seperate ways as soon as the act is done. Religion: None. OTHER FACTORS Demeanour: Mean, slow, stupid, and somewhat lazy. Language: Starting Languages: Most have little or no language capability and communcate through noises, signals, or actions. The more intelligent Trolls speak a debased Westron (equivalent to S4/W0). Allow ed Adolescence Dev elopment: bebased Westron (S6/W2), Dunael (S6/W2). Prejudices: Trolls have little regard for anyone, although they particularly hate Dwarves. Professions: Wild Trolls only produce fighters or barbarians. Training Packages: Only hunter, Mercenary, Soldier, Traveller,

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Wanderer. Special Skills: Ev eryman: Racial Attacks (Huge Claw), Sense Awareness (Smell), Sense Awareness (hearing), Spatial Location Awerness Restric ted: all skills in the Directed spells skill category, All skills in the Power Awareness skill category, all skills in the power manipulation skill category, power points, all skills in the Spells skill categories. Standard Hobby Skills: soft leather, 1-handed concussion weapon skills, thrown weapon skills, racial attacks (huge claw), Sense Awareness (Smell), Sense Awareness (hearing), climbing, track, stalking, hiding, body development, caving, foraging, gambling, stone crafts, Spatial Location Awaerness, leather crafts, Fauna Lore (small game).

OUTFITTING OPTIONS Weapons: Club, mace, cudgel, thrown rock. The weapons used by Cave Trolls are crude creations of wood. Armour: None or soft leather. Clothing: Rough, sleeveless coat of hide; belt or strap of leather from which to hang a weapon. BACKGROUND OPTIONS Cave Trolls receive 15 Talent Points (1 Background options). Extra Languages: In addition to the tongues listed above, a Wild Troll might in unusual circumstance learn: Orkish (S6/W2). Mental Abilities: None available. Mystical Abilities: Only Danger Sense, Ethereal Sight, Magical Resistance, Resistance, Undetectable, Unnatural Aging available. Physical Abilities: All available. Special Abilities: All available except Special Familiar. Special Items: Any special item possessed by a Wild Troll was obtained because some individual of another race lost it through carelessness, thaft, or violence. Wild Trolls make nothing enchanted. Although they may possess spell adders or daily spell items, they cannot use them. No animals, if they had them, they’d eat them. Special Status: None available. Special Training: All available except Natural Horseman. Wealth: Coinage, gems, weapons, and enchanted items stolen from other Trolls or aquired on raids. Mental Flaws: All available except Chivalrous, Code of Honour, and any fear/phobia flaws. Physical Flaws: All available. Special Flaws: Only Stat Penalty, Terrible Luck, The Slain, Unlucky available.

CULTURE/RACE OF ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: -4 Soft Leather skill …………………………… 0 Co: +6 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: -4 Chain s kill…………………………………… 0 Re: -4 Athletic • Brawn skill category…………………… 3 SD: -4 Athletic • Endurance skill categ ory ……………… 1 Em: -4 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: -4 Climbin g skill ……………………………… 1 Pr: -4 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: -4 Awareness • Searching s kill category …………… 1 St: +6 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 5 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: +30 Lore • General skill category……………………… 1 “Own” Regio n Lore s kill…………………… 3 Disease: +10 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 2 0•11•10•9•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•2•1•1•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 3 0•2•1•1•1 1 Weapon Based on Culture/Race ‡………… 3 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 0 1 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 3 2 1 Weapon Based on Culture/Race ‡………… 3 Hobby Ran ks (see Section 13.0 ) ………………… 8 Recovery Talent Points (cost: 263)…………………………… 15 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” ‡ - See the specific culture/race en try

95

CULTURE/RACE OF ENDOR

FORREST TROLLS Forrest Trolls are the least brutal of the Tereg being closer to there Ent ancestry. They are more graceful than Cave Trolls and not nearly as hideous. They are rarely used utilized by powerful evil beings except in the most casual way.

PHYSICAL CHARACTER Build: Forrest Trolls are huge and immensely strong, with thick bodies and limbs. Their tough hides have an inconsistent quality; many have overlapping scales and some have body hair. weight males average 638 lbs, females average 476 lbs. Colouring: Various shades of brown, green, or grey hide, with black or brown eyes. They have black blood. Facial hair is sporadic and coarse with head hair similiar but much more greasy. Endurance: Average. Height: males average 9’; females, 8’2”. Lifespan: 250-350 years. Race Abilities: Torog. Resistance: Trolls do not know fear +100 RR vs fear. Except for sunlight of course. Special Abilities: Torog vision in most darkness is as good as a mans during the height of day. In other situations when there is barely any light (cloudy, moonless nights, upper caverns, dungeons), Trolls can see at least 50’ perfectly and fairly well up to 100’. In absolute darkness (deep caverns), they can see 10’. They are immune to naturally occuring heat and cold and take only half damage from heat and cold attacks. A trolls hide provides a natural AT11. Beacause of there size criticals rolled against them are reduced by 2 (‘A’ is modified by -50, ‘B’ is modified by -20 on the ‘A’ column, ‘C’becomes an ‘A’, etc.) They have large claws and fierce bite which they can use as weapons. CULTURE Clothing & Decoration: none or vests and boots made from animal hides. Fears & Inabilities: Sunlight. They can survive in diffused sunlight (operating at -50), but turn to stone in blazing daylight. Lifestyle: Forrest Trolls live in loosely organized tribes in wooded areas throughout Endor. They are rarely cannibalistic, and are good hunters preferring woodland game, but will eat anything meaty that is not a troll, be it dear, boar or Man. They are expert with slings, snares, and skinning knives. Marriage Pattern: None. Females are exceedingly rare, although the distinction is confused. Trolls are reluctant to breed; only when compelled by an outside force does their popilation grow. Trolls mate for life, with families dwelling together. Religion: None.

OTHER FACTORS Demeanour: Mean, slow, stupid, and somewhat lazy. Language: Starting Languages: Most have little or no language capability and communcate through noises, signals, or actions. The more intelligent Trolls speak a debased Westron (equivalent to S4/W0). Allow ed Adolescence Dev elopment: bebased Westron (S6/W2), Dunael (S6/W2). Prejudices: Trolls have little regard for anyone, although they particularly hate Dwarves. Professions: Forrest Trolls only produce figthers or barbarians. Training Packages: Only hunter, Mercenary, Soldier, Traveller, Wanderer. Special Skills: Eve ryman: Racial Attacks (large bite), Racial

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Attacks (large claw) Restricted: all skills in the Directed spells skill category, All skills in the Power Awareness skill category, all skills in the power manipulation skill category, power points, all skills in the Spells skill categories. Standard Hobby Skills: soft leather, 1-handed concussion weapon skills, Racial Attacks, thrown weapon skills, climbing, track, stalking, hiding, body development, caving, foraging, gambling, stone crafts, leather crafts, trap building (snares), Fauna Lore (small game).

OUTFITTING OPTIONS Weapons: Club, sling, cudgel, thrown rock. The weapons used by Forrest Trolls are crude. Armour: None or soft leather. Clothing: Rough, sleeveless coat of hide; belt or strap of leather from which to hang a weapon. BACKGROUND OPTIONS Forrest Trolls receive 20 Talent Points (2 Background Points). Extra Languages: In addition to the tongues listed above, a Wild Troll might in unusual circumstance learn: Orkish (S6/W2). Mental Abilities: None available. Mystical Abilities: Only Danger Sense, Ethereal Sight, Magiacal Resistance, Resistance, Undetectable, Unnatural Aging available. Physical Abilities: All available. Special Abilities: All available except Special Familiar. Special Items: Any special item possessed by a Forrest Troll was obtained because some individual of another race lost it through carelessness, thaft, or violence. Forrest Trolls make nothing enchanted. Although they may possess spell adders or daily spell items, they cannot use them. No animals, if they had them, they’d eat them. Special Status: None available. Special Training: All available except Natural Horseman. Wealth: Coinage, gems, weapons, and enchanted items stolen from other Trolls or aquired on raids. Mental Flaws: All available except Chivalrous, Code of Honour, and any fear/phobia flaws. Physical Flaws: All available. Special Flaws: Only Stat Penalty, Terrible Luck, The Slain, Unlucky available.

CULTURE/RACE OF ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: -4 Soft Leather skill …………………………… 1 Co: +6 Rig id Leather sk ill…………………………… 1 Armour • Mediu m skill category………………… 0 Me: -4 Chain s kill…………………………………… 0 Re: -4 Athletic • Brawn skill category…………………… 3 SD: -4 Athletic • Endurance skill categ ory ……………… 1 Em: -4 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: -4 Climbin g skill ……………………………… 1 Pr: -4 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: -4 Awareness • Searching s kill category …………… 1 St: +6 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 5 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: +30 Lore • General skill category……………………… 1 “Own” Regio n Lore s kill…………………… 3 Disease: +10 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 3 0•11•10•9•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 1 Essence Stalking skill………………………………… 1 PP Dev. Hiding skill …………………………………… 1 Progresseion: Tech/Trade • General skill category……………… 1 0•2•1•1•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 3 0•2•1•1•1 1 Weapon Based on Culture/Race ‡………… 3 Soul Weapo n • Miss ile skill category …………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Departure: Weapo n • Pole arms s kill category ………………… 0 1 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 1 2 1 Weapon Based on Culture/Race ‡………… 1 Hobby Ran ks (see Section 13.0 ) ………………… 8 Recovery Talent Points (cost: 239)…………………………… 20 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” ‡ - See the specific culture/race en try

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CULTURE/RACE OF ENDOR

HILL TROLLS Hill Trolls live in small groups, but are quite quarrelsome and greedy. They prefer clubs and thrown stones in a fight and are very territorial. They guard their stolen treasures jealously, even those of little use to them (e.g., books).

PHYSICAL CHARACTER Build: Hill Trolls are huge and immensely strong, with thick bodies and limbs. Their tough hides have an inconsistent quality; many have overlapping scales and some have body hair. weight males average 1012 lbs, females average 790 lbs. Colouring: Various shades of brown, green, or grey hide, with black or brown eyes. They have black blood. Facial hair is sporadic and coarse with head hair similiar but much more greasy. Endurance: Average. Height: males average 10’6”; females, 9’8”. Lifespan: 250-350 years. Race Abilities: Torog. Resistance: Trolls do not know fear +100 RR vs fear. Except for sunlight of course. Special Abilities: Torog vision in most darkness is as good as a mans during the height of day. In other situations when there is barely any light (cloudy, moonless nights, upper caverns, dungeons), Trolls can see at least 50’ perfectly and fairly well up to 100’. In absolute darkness (deep caverns), they can see 10’. A trolls hide provides a natural AT11. Due to there size criticals against Hill Trolls are rolled on the Large creature critical table. They have natural weapons consisting off large claws. They are immune to natural heat and cold and only take half damage from all heat and cold attacks CULTURE Clothing & Decoration: Little or none, simple cloaks made from animal hides. Fears & Inabilities: Sunlight. They can operate in diffused sunlight (-50 to all actions). If exposed to direct daylight they will turn to stone only to turn back to flesh again as nightfalls. Lifestyle: They are hunters and live on the wildlife found in hill country, including other races (Men, Dwarves etc.). Trolls live in scattered caves and ruins, usually on the edge of civilized lands, and come forth only at night. They have a great brutish sense of humour and are fond of practical jokes (pranks that usually leave their victims dead or maimed). Marriage Pattern: None. Females are exceedingly rare, although the distinction is confused. Trolls are reluctant to breed; only when compelled by an outside force does their popilation grow. Trolls mate for life, with families dwelling together. Religion: None. OTHER FACTORS Demeanour: Quarrelsome, mean, greedy, found of practical jokes, cannalbalistic. Language: Starting Languages: Most have little or no language capability and communcate through noises, signals, or actions. The more intelligent Trolls speak a debased Westron (equivalent to S4/W0). Allow ed Adolescence Dev elopment: bebased Westron (S6/W2), Dunael (S6/W2). Prejudices: Trolls have little regard for anyone, although they particularly hate Dwarves. Professions: Trolls only produce figthers or barbarians. Training Packages: Only hunter, Mercenary, Soldier, Traveller, Wanderer. Special Skills: Everyman: Racial Attacks (large claws) Restricted: all skills in the Directed spells skill category, All skills in the Power

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Awareness skill category, all skills in the power manipulation skill category, power points, all skills in the Spells skill categories. Standard Hobby Skills: soft leather, 1-handed concussion weapon skills, thrown weapon skills, racial attacks (large claws), climbing, track, stalking, hiding, body development, caving, foraging, gambling, stone crafts, leather crafts, trap building (snares), Fauna Lore (small game).

OUTFITTING OPTIONS Weapons: Club, mace, war hammer, cudgel, thrown rock. The weapons used by Hill Trolls are crude creations of wood amd stone joined by sinew wrappings. Armour: None or soft leather. Clothing: Rough, sleeveless coat of hide; belt or strap of leather from which to hang a weapon. BACKGROUND OPTIONS Wild Trolls receive 15 Talent Points (1 Background options). Extra Languages: In addition to the tongues listed above, a Wild Troll might in unusual circumstance learn: Orkish (S6/W2). Mental Abilities: None available. Mystical Abilities: Only Danger Sense, Ethereal Sight, Magiacal Resistance, Resistance, Undetectable, Unnatural Aging available. Physical Abilities: All available. Special Abilities: All available except Special Familiar. Special Items: Any special item possessed by a Wild Troll was obtained because some individual of another race lost it through carelessness, thaft, or violence. Wild Trolls make nothing enchanted. Although they may possess spell adders or daily spell items, they cannot use them. No animals, if they had them, they’d eat them. Special Status: None available. Special Training: All available except Natural Horseman. Wealth: Coinage, gems, weapons, and enchanted items stolen from other Trolls or aquired on raids. Mental Flaws: All available except Chivalrous, Code of Honour, and any fear/phobia flaws. Physical Flaws: All available. Special Flaws: Only Stat Penalty, Terrible Luck, The Slain, Unlucky available.

CULTURE/RACE OF ENDOR

ADOLESCENCENT SKILL DEVELOPMENT Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 1 Rig id Leather sk ill…………………………… 1 Armour • Mediu m skill category………………… 2 Chain s kill…………………………………… 2 Athletic • Brawn skill category…………………… 3 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 1 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 5 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 0 Lang uage skills † …………………………… 4 Lore • General skill category……………………… 1 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 2 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill catego ry ………… 0 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Stalking skill………………………………… 0 Hiding skill …………………………………… 0 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 3 1 Weapon Based on Culture/Race ‡………… 3 Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Hobby Ran ks (see Section 13.0 ) ………………… 8 Talent Points (cost: 253)…………………………… 15 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” ‡ - See the specific culture/race en try

Stat Bonuses: Ag: -4 Co: +6 Me: -4 Re: -4 SD: -4 Em: -4 In: -4 Pr: -4 Qu: -4 St: +6 RR Mods: Ess: 0 Chan: 0 Ment: 0 Poison: +30 Disease: +10 Body Dev. Progression: 0•11•10•9•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•2•1•1•1 Mentalism PP Dev. Progression: 0•2•1•1•1 Soul Departure: 1 Race Type: 2 Recovery Multiplier: 0.5

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CULTURE/RACE OF ENDOR

SNOW TROLLS Snow Trolls are solitary prowlers of the northern reaches of Middle-earth. They eat and prey on whateever they can find. They seldom give up the chase and have been known to follow prey for weeks all the way back their homes.

PHYSICAL CHARACTER Build: Snow trolls are gaunt and huge. Their tough hides have an inconsistent quality; many have overlapping scales and some have body hair. weight males average 1164 lbs, females average 919 lbs. Colouring: Grey-white hides and icy blue eyes that glow faintly in the dark. They have black blood. Facial hair is sporadic and coarse with head hair similiar but much more greasy. Endurance: They can go for long periods without food. Height: males average 11’; females 10’2”. Lifespan: 200-300 years. Race Abilities: Torog. Resistance: Trolls do not know fear +100 RR vs fear. Except for sunlight of course. Special Abilities: Torog vision in most darkness is as good as a mans during the height of day. In other situations when there is barely any light (cloudy, moonless nights, upper caverns, dungeons), Trolls can see at least 50’ perfectly and fairly well up to 100’. In absolute darkness (deep caverns), they can see 10’. A trolls hide provides a natural AT11. Because of their size citicals against them are rolled on the Large creature critical table. Natural weapon huge claws. They are immune to natural heat and cold and only take half damage from all heat and cold attacks. CULTURE Clothing & Decoration: Little or none, animal hides. Fears & Inabilities: Sunlight. They turn to huge pillars of icy slag when exposed to daylight (in this form they are vulnerable to anything that harms ice); but revert back to flesh again at nightfall. Lifestyle: They hunt wild animals of the snowy lands (including seals and fish) but prefer the flesh of other races (men, elves, dwarves) when they can get it. During the summer months they go into hibernation. Marriage Pattern: None. Females are exceedingly rare, although the distinction is confused. Trolls are reluctant to breed; only when compelled by an outside force does their popilation grow. Religion: None. OTHER FACTORS Demeanour: Mean, slow, stupid, solitary and somewhat lazy. Language: Starting Languages: Most have little or no language capability and communcate through noises, signals, or actions. The more intelligent Trolls speak a debased Labba (equivalent to S4/W0). Allowe d Adolescenc e De ve lopment: bebased Labba (S6/W2). Prejudices: Trolls have little regard for anyone, although they particularly hate Dwarves. Professions: Snow Trolls only produce figthers or barbarians. Training Packages: Only hunter, Mercenary, Soldier, Traveller, Wanderer. Special Skills: Everyman: Racial Attack (huge claws) Restricte d: all skills in the Directed spells skill category, All skills in the Power Awareness skill category, all skills in the power manipulation skill category, power points, all skills in the Spells skill categories. Standard Hobby Skills: soft leather, 1-handed concussion weapon skills, thrown weapon skills, climbing, track, stalking, hiding, body development, caving, foraging, gambling, stone crafts, leather crafts, trap building (snares), Fauna Lore (small game).

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OUTFITTING OPTIONS Weapons: Lumps of thrown ice, scavenged weapons. Armour: None. Clothing: Rough uncured hides. BACKGROUND OPTIONS Snow Trolls receive 15 Talent Points (1 Background Options). Extra Languages: In addition to the tongues listed above, a Wild Troll might in unusual circumstance learn: Orkish (S6/W2). Mental Abilities: None available. Mystical Abilities: Only Danger Sense, Ethereal Sight, Magiacal Resistance, Resistance, Undetectable, Unnatural Aging available. Physical Abilities: All available. Special Abilities: All available except Special Familiar. Special Items: Any special item possessed by a Wild Troll was obtained because some individual of another race lost it through carelessness, theft, or violence. Wild Trolls make nothing enchanted. Although they may possess spell adders or daily spell items, they cannot use them. No animals, if they had them, they’d eat them. Special Status: None available. Special Training: All available except Natural Horseman. Wealth: Coinage, gems, weapons, and enchanted items stolen from other Trolls or aquired on raids. Mental Flaws: All available except Chivalrous, Code of Honour, and any fear/phobia flaws. Physical Flaws: All available. Special Flaws: Only Stat Penalty, Terrible Luck, The Slain, Unlucky available.

CULTURE/RACE OF ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: -4 Soft Leather skill …………………………… 0 Co: +6 Rig id Leather sk ill…………………………… 0 Armour • Mediu m skill category………………… 0 Me: -4 Chain s kill…………………………………… 0 Re: -4 Athletic • Brawn skill category…………………… 3 SD: -4 Athletic • Endurance skill categ ory ……………… 1 Em: -4 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: -4 Climbin g skill ……………………………… 0 Pr: -4 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: -4 Awareness • Searching s kill category …………… 1 St: +6 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 5 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: +30 Lore • General skill category……………………… 1 “Own” Regio n Lore s kill…………………… 3 Disease: +10 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 4 0•11•10•9•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 1 0•6•5•4•3 Ambush……………………………………… 1 Subterfuge • Stealth skill category ………………… 1 Essence Stalking skill………………………………… 1 PP Dev. Hiding skill …………………………………… 1 Progresseion: Tech/Trade • General skill category……………… 1 0•2•1•1•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 1 0•2•1•1•1 1 Weapon Based on Culture/Race ‡………… 1 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 0 1 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 3 2 1 Weapon Based on Culture/Race ‡………… 3 Hobby Ran ks (see Section 13.0 ) ………………… 8 Recovery Talent Points (cost: 251)…………………………… 15 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” ‡ - See the specific culture/race en try

101

CULTURE/RACE OF ENDOR

STONE TROLLS Stone trolls are the most common Torog breed. They are often mistaken for forrest or hill trolls. Stone Trolls spend a great deal of time hoarding piles of food and treasure, stealing it from each other, and boasting of their riches. Their fratricidal tendencies are extreme.

PHYSICAL CHARACTER Build: Stone Trolls are huge and immensely strong, with thick bodies and limbs. Their tough hides have an inconsistent quality; many have overlapping scales and some have body hair. Weight males averge 638 lbs, females average 476 lbs. Colouring: Various shades of brown, green, or grey hide, with black or brown eyes. They have black blood. Facial hair is sporadic and coarse with head hair similiar but much more greasy. Endurance: Average. Height: males average 9’; females, 8’2”. Lifespan: 250-350 years. Race Abilities: Torog. Resistance: Trolls do not know fear +100 RR vs fear. Except for sunlight of course. Special Abilities: Torog vision in most darkness is as good as a mans during the height of day. In other situations when there is barely any light (cloudy, moonless nights, upper caverns, dungeons), Trolls can see at least 50’ perfectly and fairly well up to 100’. In absolute darkness (deep caverns), they can see 10’. A trolls hide provides a natural AT11. Because of there size criticals rolled against them are reduced by 2 (‘A’ is modified by -50, ‘B’ is modified by -20 on the ‘A’ column, ‘C’becomes an ‘A’, etc.). natural weapon large claws. They are immune to natural heat and cold and only take half damage from all heat and cold attacks. CULTURE Clothing & Decoration: Little or none, aside from random armour and hides Fears & Inabilities: Sunlight. When exposed to direct sunlight they turn to stone. Lifestyle: They are hunters and live on the wildlife found in hill country, including other races (Men, Dwarves etc.). Trolls live in order to play and eat. To them play means killing and pillaging, and eating means fresh meat - raw or cooked - or jelly made from innards. They eat folk of other races and take whatever bright trinkets they might aquire. No society or inner purpose stirs them, since they unite only when compelled to. Trolls live in scattered caves and ruins, usually on the edge of civilized lands, and come forth only at night. Marriage Pattern: None. Females are exceedingly rare, although the distinction is confused. Trolls are reluctant to breed; only when compelled by an outside force does their popilation grow. Trolls mate for life, with families breaking up in groups. Religion: None. OTHER FACTORS Demeanour: Mean, slow, stupid, quarrelsome, fratricidal, greedy and somewhat lazy. Language: Starting Languages: Most have little or no language capability and communcate through noises, signals, or actions. The more intelligent Trolls speak a debased Westron (equivalent to S4/W0). Allow ed Adolescence Dev elopment: bebased Westron (S6/W2), Dunael (S6/W2). Prejudices: Trolls have little regard for anyone, although they particularly hate Dwarves. Professions: Wild Trolls only produce figthers or barbarians.

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Training Packages: Only hunter, Mercenary, Soldier, Traveller, Wanderer. Special Skills: Eve ryman: Racial Attacks (large claws) Restric ted: all skills in the Directed spells skill category, All skills in the Power Awareness skill category, all skills in the power manipulation skill category, power points, all skills in the Spells skill categories. Standard Hobby Skills: soft leather, 1-handed concussion weapon skills, thrown weapon skills, racial attacks (large claws), climbing, track, stalking, hiding, body development, caving, foraging, gambling, stone crafts, leather crafts, trap building (snares), Fauna Lore (small game).

OUTFITTING OPTIONS Weapons: Club, mace, war hammer, cudgel, thrown rock. The weapons used by Stone Trolls are crude creations of wood amd stone joined by sinew wrappings. Armour: None or soft leather. Clothing: Rough, sleeveless coat of hide; belt or strap of leather from which to hang a weapon. BACKGROUND OPTIONS Stone Trolls receive 20 Talent Points (2 Background Options). Extra Languages: In addition to the tongues listed above, a Wild Troll might in unusual circumstance learn: Orkish (S6/W2). Mental Abilities: None available. Mystical Abilities: Only Danger Sense, Ethereal Sight, Magiacal Resistance, Resistance, Undetectable, Unnatural Aging available. Physical Abilities: All available. Special Abilities: All available except Special Familiar. Special Items: Any special item possessed by a Wild Troll was obtained because some individual of another race lost it through carelessness, thaft, or violence. Wild Trolls make nothing enchanted. Although they may possess spell adders or daily spell items, they cannot use them. No animals, if they had them, they’d eat them. Special Status: None available. Special Training: All available except Natural Horseman. Wealth: Coinage, gems, weapons, and enchanted items stolen from other Trolls or aquired on raids. Mental Flaws: All available except Chivalrous, Code of Honour, and any fear/phobia flaws. Physical Flaws: All available. Special Flaws: Only Stat Penalty, Terrible Luck, The Slain, Unlucky available.

CULTURE/RACE OF ENDOR

ADOLESCENCENT SKILL DEVELOPMENT Armour • Ligh t skill category …………………… 1 Soft Leather skill …………………………… 1 Rig id Leather sk ill…………………………… 1 Armour • Mediu m skill category………………… 1 Chain s kill…………………………………… 1 Athletic • Brawn skill category…………………… 3 Athletic • Endurance skill categ ory ……………… 1 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 Climbin g skill ……………………………… 1 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Awareness • Searching s kill category …………… 1 Bo dy Develo pment Skill Category ……………… 0 Body Development skill …………………… 5 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Co mmunications skill category…………………… 0 Lang uage skills † …………………………… 4 Lore • General skill category……………………… 1 “Own” Regio n Lore s kill…………………… 3 “Own” Culture Lore sk ill…………………… 3 Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Outdo or • En vironmental s kill category ………… 2 Power Awarenes s skill category …………………… 0 Science/Analytic • Bas ic skill catego ry ………… 0 Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Subterfuge • Stealth skill category ………………… 0 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Stalking skill………………………………… 0 Hiding skill …………………………………… 0 Tech/Trade • General skill category……………… 1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 1 H Edged skill category ……………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 3 1 Weapon Based on Culture/Race ‡………… 3 Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Pole arms s kill category ………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • Thro wn skill category ………………… 2 1 Weapon Based on Culture/Race ‡………… 2 Hobby Ran ks (see Section 13.0 ) ………………… 8 Talent Points (cost: 233)…………………………… 20 † - May only be allocated u p to the max imum number of ranks listed for the “allowed ad olescence lang uages” ‡ - See the specific culture/race en try

Stat Bonuses: Ag: -4 Co: +6 Me: -4 Re: -4 SD: -4 Em: -4 In: -4 Pr: -4 Qu: -4 St: +6 RR Mods: Ess: 0 Chan: 0 Ment: 0 Poison: +30 Disease: +10 Body Dev. Progression: 0•11•10•9•1 Channelling PP Dev. Progression: 0•6•5•4•3 Essence PP Dev. Progresseion: 0•2•1•1•1 Mentalism PP Dev. Progression: 0•2•1•1•1 Soul Departure: 1 Race Type: 2 Recovery Multiplier: 0.5

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CULTURE/RACE OF ENDOR

OLOG-HAI (sing. Olog) The Olog-hai have been bred by Sauron from lesser Troll stock and have until late been a rare breed. Cunning and organized - yet as big and strong as their lesser brethren - 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 thay are adept at using almost any weapon. They differ from other Troll varieties in other ways as well.

PHYSICAL CHARACTER Build: Olog-hai are huge and immensely strong, with thick bodies and limbs. Their tough hides have an inconsistent quality; many have overlapping scales and some have body hair. Males average 850 pounds; females, 650 pounds. Colouring: Black scaly hide, with black or brown eyes. They have black blood. Endurance: Average. Height: males average 10’6”; females, 9’8”. Lifespan: 150-250 years. Race Abilities: Olog. Resistance: Black Trolls ignore bleeding or stun results when given a critical strike from a normal weapon, since they are more resistant to unenchanted weapons. Trolls do not know fear +100 RR vs fear. Special Abilities: Torog vision in most darkness is as good as a mans during the height of day. In other situations when there is barely any light (cloudy, moonless nights, upper caverns, dungeons), Trolls can see at least 50’ perfectly and fairly well up to 100’. In absolute darkness (deep caverns), they can see 10’. They can operate freely in daylight. Their skin gives them a natural AT16. Because of their size they are treated as a large creatures for criticals. CULTURE Clothing & Decoration: Little or none, aside from random armour and hides Fears & Inabilities: Nothing. Lifestyle: Olog-hai live to serve Sauron and go into battle; crushing all who stand before them. They eat folk of other races and take whatever bright trinkets they might aquire. No society or inner purpose stirs them, since they unite only when compelled to. Marriage Pattern: None. Females are exceedingly rare, although the distinction is confused. Trolls are reluctant to breed; only when compelled by an outside force does their popilation grow. Religion: None. OTHER FACTORS Demeanour: mean, slow, stupid, and somewhat lazy. They are relatively quick. Language: Star tin g Langu ages: They are capable of using normal language properly, and speak Black Speech (S6/W2) and Westron (S4/W2). Allowed Adoles cence Develo pmen t: Westron (S8/W8), Black Speech (S10/W10), Orkish (S8/W8). Prejudices: Trolls have little regard for anyone, although they particularly hate Dwarves. Professions: Olog-hai only produce figthers. Training Packages: Only Mercenary, Soldier. Special Skills: Everyman: All skills within one of the following categories: Weapon • 1-h concussion, weapon • 1-h edged, weapon • 2handed or weapon • thrown skill category Restricted: None.

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Standard Hobby Skills: Armour • light skills, Armour • chain

skills, any weapon skills, tac king, ambush, stalking, hiding, obse rvation, body development, caving, gambling, signaling, wrrestling, metal crafts, le ater c rafts, trap building, leadership, interrogation, tactics

OUTFITTING OPTIONS Weapons: Battle axe, club, flail, mace, morning star, twohandes sword, war hammer, bastard sword, spiked club, war mattock, thrown rock. Armour: Chain with plate inserts. Pot helmet and shield Clothing: Rough, sleeveless coat of hide; hide wrist guards; hide or chain leg guards; belt or strap of leather from which to hang a weapon. BACKGROUND OPTIONS Olog-hai get 10 Talent Points (1 Background Option). Extra Languages: In addition to the tongues listed above, a Olog might in unusual circumstance learn: Atliduk (S6/W6), Haradaic (S8/W8), Nahaiduk (S6/W6). Mental Abilities: Only Battle Reflexes, Good Battlefield Awareness and Instinctive Defense available. Mystical Abilities: Only Danger Sense, Ethereal Sight, Magiacal Resistance, Resistance, Undetectable, Unnatural Aging available. Physical Abilities: All available. Special Abilities: All available except Special Familiar. Special Items: Special equipment is usually issued to a Black Troll by the orders of his commander. Sometimes items are aquired as booty on the field of battle. Enchanted weapons are the most common special items possessed by a Black Troll. Special Status: Only Military Rank available. Special Training: All available Wealth: Coinage, gems, weapons. Mental Flaws: All available except Chivalrous, Code of Honour, and any fear/phobia flaws. Physical Flaws: All available. Special Flaws: Only Duty, Stat Penalty, Terrible Luck, The Slain, Unlucky available. Sun-hater: You operate at 40% normal activity in full sunlight and 70% normal activity in bright artifical or magical light. To make matters worse, these penalties persist after you have moved into sheltering dark for one round per five rounds spent in the light, up to a maximum of six hours [-15 points].

CULTURE/RACE OF ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 1 Ag: 0 Soft Leather skill …………………………… 0 Co: +6 Rig id Leather sk ill…………………………… 0 Armour • Medium skill categ ory ………………… 3 Me: -2 Chain s kill…………………………………… 3 Re: -2 Athletic • Brawn skill category…………………… 3 SD: 0 Athletic • Endurance skill categ ory ……………… 1 Em: -4 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: -4 Climbin g skill ……………………………… 1 Pr: -2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 2 Qu: 0 Awareness • Searching s kill category …………… 1 St: +8 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 5 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: +20 Lore • General skill category……………………… 1 “Own” Regio n Lore s kill…………………… 3 Disease: +10 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 2 0•15•13•7•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•3•2•1•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 5 0•3•2•1•1 1 Weapon Based on Culture/Race ‡………… 5 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 0 1 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 2 2 1 Weapon Based on Culture/Race ‡………… 2 Hobby Ran ks (see Section 13.0 ) ………………… 6 Recovery Talent Points (cost: 290)…………………………… 10 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages”. ‡ - See the specific culture/race en try.

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CULTURE/RACE OF ENDOR

HALF-TROLLS (sing. Pertorog; pl. Pirtereg) Half-trolls are the product of a union of Olog-hai and Variag men. For this reason, they are sometimes confused with Black trolls, but they arre smaller and quicker and vaguely resemble men. Half-trolls differ from Olog-hai in other ways; they are more agile, they are as intelligent as man, and they avoud other Trolls. Their unique attributes often result in Half-trolls acting as elite bodyguards, Slayers or War-lords.

PHYSICAL CHARACTER Build: Half-trolls are powerful without the extreme bulk of their lesser counterparts. Males average 290 pounds; females, 270 pounds. Colouring: They have jet-black skin, long sharp red tongues, and glowing red eyes serve notice of their uniqueness to other Trolls. Endurance: Average. Height: Males average 7’1”; females, 6’10”. Race Abilities: Half-troll. Resistance: Average Lifespan: 300-500 years. Special Abilities: Half-troll vision in most darkness is 300’. In other situations when there is barely any light (cloudy, moonless nights, upper caverns, dungeons), Half-trolls can see at least 25’ perfectly and fairly well up to 50’. In absolute darkness (deep caverns), they can see 5’. Their skin gives tham a natural AT 11. They reduce all critical severities by 1 (‘A’ is modified by -20, ‘B’ becomes an ‘A’, ‘C’ becomes an ‘B’, etc.). CULTURE Clothing & Decoration: They wear crude black clothing and considerable amounts of armour. Fears & Inabilities: They prefer to avoid bright sunlight places, but do not fear sunlight. Lifestyle: No society or inner purpose stirs them, since they are breed to serve a powerful master. Marriage Pattern: None. Half-trolls only breed when compelled to by an outside force. Religion: None. OTHER FACTORS Demeanour: mean, slow, stupid, and somewhat lazy. They are relatively quick. Language: Star ting Langu ages : Half-trolls speak Black Speech (S8/W8) and Westron (S6W6). Allowed Ad olescence Development: Black Speech (S10/W10), Westron (S10/W10), Varadja (S6/W6), Haradaic (S8/W8), Orkish (S8/W8). Prejudices: Trolls have little regard for anyone, although they particularly hate Dwarves. Professions: Half-trolls only produce fighters. Training Packages: Only Mercenary, Scout, Soldier. Special Skills: Everyman: None Restr icted: None. Standard Hobby Skills: any armour skills, any weapon skills, climbing, riding, tracking, ambush, stalking, hiding, pick lock, disarm trap, obeservation, body development, acrobatics, animal handling, appraisal, caving, first aid, gambling, signaling, trickery, wrestling, sprinting, metal crafts, leather crafts, fletching, leadership, interrogation, seduction, tactics, relgion (black). OUTFITTING OPTIONS Weapons: Battle axe, bola, broadsword, composite bow, crossbow, dagger, flail, halberd, javelin, mace, morning star, scimatar, short bow, short sword, two-handed sword, war hammer, whip, falchion,

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war mattock, bastard sword, blow gun, boomerang, throwing darts. Armour: Any. Plate armour forged of a black metal is common Clothing: Black tunic of leather, silk, or wool; black belt or bandolier; black wrist guards; black boots; black cape of wool, silk, or the pelt of a dark-furred beast.

BACKGROUND OPTIONS Half-trolls get 35 Talent Points (3 Background Options). Extra Languages: In addition to the tongues listed above, a Halftroll might in unusual circumstance learn: Logathig (S8/W8). Mental Abilities: All available. animal empathy (animal must be one of those species more susceptible to Sauron’s influence - serpent, bat, crebain, rat, wolf, lizard, etc..) Mystical Abilities: Only Danger Sense, Look of Eagles, Magic Resistance, Resistance and Unnatural Aging available. Physical Abilities: All available. Special Abilities: All available. Special Familiar (animal must be one of those species more susceptible to Sauron’s influence - serpent, bat, crebain, rat, wolf, lizard, etc..) Special Items: Special equipment is usually issued to a Half-troll by the orders of his commander. Sometimes items are aquired as booty on the field of battle. Enchanted weapons and tools are the most common special items possessed by a Half-troll. Special Status: Only Miliatary Rank available. Special Training: All available. Wealth: Mixed coinage of various mints, gems, weapons. Mental Flaws: All available except Chivalrous, Code of Honour, Visible Aura. Physical Flaws: All available. Special Flaws: Only Cursed Shape Shifter, Duty, Repulsive Habit, Rival/NPC, Secret, Stat Penalty, Terrible Luck, The Slain and Unlucky available. Sun-hater: You operate at 40% normal activity in full sunlight and 70% normal activity in bright artifical or magical light. To make matters worse, these penalties persist after you have moved into sheltering dark for one round per five rounds spent in the light, up to a maximum of six hours [-15 points].

CULTURE/RACE OF ENDOR

Stat Bonuses: Armour • Ligh t skill category …………………… 2 Ag: -2 Soft Leather skill …………………………… 1 Co: +4 Rig id Leather sk ill…………………………… 2 Armour • Mediu m skill category………………… 3 Me: -2 Chain s kill…………………………………… 3 Re: -2 Athletic • Brawn skill category…………………… 2 SD: -2 Athletic • Endurance skill categ ory ……………… 1 Em: -2 Swimmin g skill……………………………… 0 Athletic • Gy mnastics s kill category……………… 1 In: -2 Climbin g skill ……………………………… 1 Pr: -2 Awareness • Perception s skill categ ory…………… 0 Alertnes s skill ……………………………… 1 Qu: -2 Awareness • Searching s kill category …………… 1 St: +4 Bo dy Develo pment Skill Category ……………… 0 RR Mods: Body Development skill …………………… 4 Ess: 0 Co mbat Manoeuvres skill category ……………… 0 Mounted Combat …………………………… 0 Chan: 0 Co mmunications skill category…………………… 0 Ment: 0 Lang uage skills † …………………………… 4 Poison: +15 Lore • General skill category……………………… 2 “Own” Regio n Lore s kill…………………… 3 Disease: +5 “Own” Culture Lore sk ill…………………… 3 Body Dev. Outdo or • Animal skill category ………………… 0 Rid ing skill (us ually horses)………………… 0 Progression: Outdo or • En vironmental s kill category ………… 2 0•9•7•4•1 Power Awarenes s skill category …………………… 0 Channelling Science/Analytic • Bas ic skill catego ry ………… 0 PP Dev. Spells • Own Realm Open List Skill Category…… 0 skill in one s pell list………………………… 0 Progression: Subterfuge • Stealth skill category ………………… 0 0•6•5•4•3 Ambush……………………………………… 0 Subterfuge • Stealth skill category ………………… 0 Essence Stalking skill………………………………… 0 PP Dev. Hiding skill …………………………………… 0 Progresseion: Tech/Trade • General skill category……………… 1 0•4•3•2•1 Urban skill skill category ………………………… 0 Weapo n • 1 H Con c sk ill category………………… 0 Mentalism 1 Weapon Based on Culture/Race ‡………… 0 PP Dev. Weapo n • 1 H Edged skill category ……………… 0 Progression: 1 Weapon Based on Culture/Race ‡………… 0 Weapo n • 2 Han ded s kill category………………… 4 0•4•3•2•1 1 Weapon Based on Culture/Race ‡………… 4 Soul Weapo n • Miss ile skill category …………………… 0 1 Weapon Based on Culture/Race ‡………… 0 Departure: Weapo n • Pole arms s kill category ………………… 0 1 1 Weapon Based on Culture/Race ‡………… 0 Race Type: Weapo n • Thro wn skill category ………………… 2 2 1 Weapon Based on Culture/Race ‡………… 2 Hobby Ran ks (see Section 13.0 ) ………………… 8 Recovery Talent Points (cost: 160)…………………………… 35 † - May only be allocated u p to the max imum number of Multiplier: ranks listed for the “allowed ad olescence 0.5

ADOLESCENCENT SKILL DEVELOPMENT

lang uages” . ‡ - See the specific culture/race en try.

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THE PROFESSIONS This section contains a one page description for each character profession. Note: The cost of the Special Defences skill category, is the revised cost as presented in the Martial Arts Companion.

(though the GM may decide to allow them).

PROFESSION ENTRIES The following information is CHANELLING ALCHEMIST A provided for each profession: Channelling Alc he mists a re pure spell users of Channelling, 1) Profession Name: The w ho have c oncentrated on the creation of it ems. The ir base spe lls name of the profession is at deal w ith the cre ation of ma gica l items, holy ve stments, holy wate r, a nd wards. the top of the page. B Leana listened as the demon c rashed against the ward, 2) Introductory Paragraph: howling in rage and agony. “If Rhiannon be wil ling,” A short paragraph describing she thought, “it wil l hold another few moments. The the profession. When approholy wate r is almost ready. Soon the creature will pay priate, some literary exfor its misdeeds” C amples of the profession are Prime Stats: Intuition and Reasoning given. S pecial Note s: This profession i s only avail able to the Dw aven 3) Prime Stats: Listed here race. are the two (or three) prime CHANNEL E LING ALCHEMIST S PELL L ISTS Channe lling Alchemists have six base lists which a re chosen stats. These stats must have a starting Temporary value of a from the nine base spe lls lists found be low. Lists not chosen are treated as Own Realm Othe r Base Lists (and thus cannot be taken as least 90. e xtra base lists). The full descriptions of all the spells on these lists 4) Special Notes: Listed c an be found in Tre asure Companion (pages 63-71). For a sl ightly higher de ve lopment point cost, he ma y a lso devel op Open and here are any special skill Closed Essence spe ll li st s. Full descriptions of t he se lists can be bonuses or notes that are found in Spell Law (pages 73-92) and Essence companion (page s applicable to the profession. 93, 97, 98, 102, 106, 107). Other spe ll lists ma y be develope d, but w ill c ost a highe r number of developme nt points. 5) Spell lists: Listed here are Holy Armour: Creates ma gica l a mours. summaries of the base lists Holy Office : Creates magic al genera l ite ms. that are available to the pro- Holy Wards: Cre ates w ards to protec t people a nd sights. fession. In addition, a listing Holy We apons: Creates magica l w eapons. of the other commonly avail- Holy Works: Works organic matter able spell l ists is given. Inorganic Skills: Works inorganic ma tter Together with the book and Liquid/Gas Skills: Creates potions. page number they are found Other Re alm Imbedding: Imbeds spells from realms other than his own. on. Own Realm Imbedding: Imbed spe lls from his own realm. 6) Profession Bonuses: PROFESS ION BONUSES Listed here are the bonuses F Crafting ………………… +15 Lore • magical …………… +5 that the profession gats in Influe nce ………………… +5 Lore • Obscure …………… +5 specific skill areas. These Power Point D ev………… +5 Powe rAwareness ………… +5 bonuses modify the indicated Spell Group……………… +5 Weapon Group……………… +5 skill category(s) bonus(es). S KILLS AND SKILL CATEGORIES 7 ) S kil l s and Ski ll A rmour • Hea vy ………… … 11 Outdoor • Animal ………… 3 A rmour • Light………… 2/2/2 Outdoor • Environment …… 2/7 Categories: Listed here are A rmour • Me dium ……… … 10 Powe rAwareness ………… 2/5 the standard skill category A rtistic • Active ………… …2/5 Powe r Manipulation …… 4/10 costs. After the skill category A rtistic • Passive ………… …2/5 Powe r Point Develop……… 4 costs, a list of the skills that A thletic • Brawn ………… … 3 Science • Basic …………… 1/4 A thletic • Endurance …… … 3 Science • Specialize d…… 6/14 are classified as Everyman, A thletic • Gymna stic …… … 6 Self Control ………………… 5 Occupational, and Restricted Awarene ss • Perception … … 6 Spec ial Atta cks …………… 10 for the profession are given. Awarene ss • Sea rching…… …2/6 Spec ial Defences ………… 30 Awarene ss • Senses……… …3/7 Subterfuge • Attack ……… 15 8) Spell Development: Body Developme nt ……… … 10 Subterfuge • Stealth ……… 5 Listed here are the develop- Combat Manoe uvres …… … 10 Subterfuge • Mecha nics…… 7 ment costs for developing Communications ………… 2/2/2 Technical • Gene ral ……… 3/7 Crafts …………………… 4/10 Technical • Professional…… 8 skill for certain spell lists at D irected Spe lls…………… … 3 Technical • Voca tional … 5/12 various ranks. The numbers Influe nce ………………… 2/6 Urban ……………………… 3 in parentheses are the ranges Lore • General…………… 1/3 Weapon • Category 1………… 6 • Ma gical…………… 2/4 Weapon • Category 2………… 7 for the ranks(s) being de- Lore Lore • Obscure…………… 3/7 Weapon • Category 3………… 9 veloped. Lore • Technica l ………… 2/6 Weapon • Category 4………… 9 9 ) Tra ini ng Packages: Martial Arts • Strikes …… … 6 Weapon • Category 5………… 9 Listed here are all of the training packages and how many development points each costs. Some training packages are indicated as typical for the profession. Some packages are not normally available to this profession

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Martial Arts • Sweeps ……… 6 We apon • Ca tegory 6……… 20 We apon • Ca tegory 7……… 20 The we apon c ategories a re : 1-H Concus sion, 1-H E dged, 2-Handed, Missile Artillery, Pole Arms, a nd Thrown.

Everyman Skills: Time Sense, Magic Ritua l, Chanelling, Meditation. Occ upational Skills: Six cra fting skills of the players choice, Re ligion. Restric ted Skills: None.

SP EL L D EVELO PMENT OWN REALM: Ba se list (a ll)……… …… 3/3/3 Ope n list (1-20) … …… 4/4/4 Close d list (1-20) ……… 4/4/4 Ope n list (21+)…… …… 6/6/6 Close d list (21+)…………… 8/8 OTHER REALM: Arca ne list (1-5) … ……… 6/6 Base list (1-5)……………… 50 Arca ne list (6-10)… ……… 8/8 Base list (6-10) …………… 70 Arca ne list (11-15) …… 10/10 Base list (11-15)…………… 90 Arca ne list (16-20) ……… 12 Base list (16-20)………… 110 Arca ne list (21+) … ……… 25 Base list (21+)…………… 130 Closed list (1-5) … ……… 20 Open list (1-5)…………… 10/10 Closed list (6-10)… ……… 25 Open list (6-10) …………… 12 Closed list (11-15) ……… 40 Open list (11-15)…………… 25 Closed list (16-&20 ……… 60 Open list (16-20)…………… 40 Closed list (21+) … ……… 80 Open list (21+) …………… 60

D

H

Firs t 5 lists de velope d in a given le vel:.. .. ... ... .. ... ... ... .. ... ... ... .. ... ... .. ... ... ... .. ... ... ... .. . x1 cost 6th - 10th lis ts developed in a give n level: . ... .. ... ... ... .. ... ... ... .. ... ... .. ... ... ... .. ... ... ... .. . x2 cost 11th - up lists deve loped in a give n leve l: ... ... .. ... ... ... .. ... ... ... .. ... ... .. ... ... ... .. ... ... ... .. . x4 cost

TRAI NING Adventurer………… ………… 45 Animal Handle…… r ………… 23 Architect ………… ………… 25 Astronome r ……… ………… 27 City Guard………… ………… 32 Con Man ………… ………… 29 Explorer…………… ………… 37 Healer……………… ………… 23 Herbalist ………… ………… 22 Laborer…………… ………… 21 Mercenary………… ………… 49 Performar………… ………… 28 Sage ……………… ………… 42 Spy………………… ………… 41 Traveller…………… ………… 21 Weapon Master…… ………… 60 Arumbarlie ………… ………… 45 Dwarven Be rserker ………… 57 Faradrim A ran …… ………… 64 Healer (Orc)……… ………… 25 Innkeeper………… ………… 29 Marines Royal NAvy………… 53 Scribe……………… ………… 31 Trac ker…………… ………… 51 Silli Niennava …… ………… 41

w

PACKAGES Amateur Ma ge……………… Animal Friend……………… Cra fter……………………… Burgla … r …………………… Cloiste red Aca demic ……… Cut Purse…………………… Fortune Teller……………… He rmit……………………… Hunter……………………… Loremaster ………………… Merchant…………………… Sailor ……………………… Scout ……………………… Soldie r……………………… Wa nderer…………………… Zealot ……………………… Beastmaster………………… Este hildi …………………… Farme r……………………… Infantryman kings corps…… Magic Cra fter……………… Faradrim Forod …………… Shaman Prie st (MERP) …… Wolfride r……………………

I

25 39 24 36 24 43 22 41 44 22 20 25 30 36 33 30 44 33 35 59 28 64 31 55

BARBARIAN Barbarians are non spell users who are uncivilized, outdoor fighters. Their combat skills are narrower than other non spell users, but they are very good at what they do. They shun armor, but are stronger than any other profession. Literary examples of Barbarians would include Conan, Fafhrd, and Cerebus. Prime Stats: Strength and Constitution.

BARBARIAN SPELL LISTS The Barbarian has no base lists, though he may learn (at high development point cost) spells from his chosen realm of magic. PROFESSION BONUSES Awareness Group…………… +5 Subterfuge • Stealth ……… +5 Body Development ……… +15 Weapon Group …………… +15 Outdoor Group…………… +10 SKILLS AND SKILL CATEGORIES Armor • Heavy……………… 10 Outdoor • Animal ………… 1/3 Armor • Light …………… 2/2/2 Outdoor • Environment…… 1/3 Armor • Medium………… 4/4/4 Power Awareness …………… 8 Artistic • Active ……………2/5 Power Manipulation ……… 18 Artistic • Passive……………2/5 Power Point Develop……… 20 Athletic • Brawn ……………2/4 Science • Basic …………… 3/7 Athletic • Endurance ………2/5 Science • Specialized……… 15 Athletic • Gymnastic ………2/6 Self Control………………… 2/7 Awareness • Perceptions……2/6 Special Attacks …………… 2/7 Awareness • Searching ……2/6 Special Defenses…………… 25 Awareness • Senses…………1/5 Subterfuge • Attacks ……… 3/9 Body Development …………2/4 Subterfuge • Mechanics…… 3/9 Combat Maneuvers……… 4/12 Subterfuge • Stealth ……… 1/4 Communications………… 4/4/4 Technical • General………… 3/7 Crafts …………………… 4/10 Technical • Professional …… 8 Directed Spells……………… 20 Technical • Vocational ……5/12 Influence……………………2/7 Urban………………………… 4 Lore • General………………1/3 Weapon • Category 1……… 1/5 Lore • Magical……………… 6 Weapon • Category 2……… 2/5 Lore • Obscure………………3/7 Weapon • Category 3……… 3/8 Lore • Technical ……………2/6 Weapon • Category 4………… 4 Martial Arts • Strikes ………3/6 Weapon • Category 5………… 4 Martial Arts • Sweeps ………3/8 Weapon • Category 6………… 6 Weapon • Category 7………… 6

Base list (6-10)…………… Base list (11-15) ………… Base list (16-20) ………… Base list (21+)…………… Closed list (1-5) ………… Closed list (6-10)………… Closed list (11-15) ……… Closed list (16-20) ……… Closed list (21+) …………

240 360 480 600 110 220 330 440 550

Open list (1-5) ………… Open list (6-10) ………… Open list (11-15) ……… Open list (16-20) ……… Open list (21+) …………

100 200 300 400 500

First 5 lists deve loped i n a given level:................................................................... x1 cost 6th - 10th lists developed in a given le vel :.............................................................. x2 cost 11th - up li sts deve loped in a give n level: ............................................................... x4 cost For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer ……………… 36 Amateur Mage…………… 52 Anamartar………………… 51 Animal Handler ………… 11 Animal Friend …………… 25 Apothecary (MERP™)…… 31 Architect ………………… 11 Astronomer ……………… 33 Beastmaster……………33(40) Burglar…………………… 24 City Guard ………………… 21 Cloistered Academic……… 33 Con Man ………………… 22 Crafter …………………… 24 Cut Purse………………… 26 Dwarven Berserker……… 39 Estehildi ………………… 41 Explorer…………………… 32 Faradrim Aran …………… 53 Faradrim Forod…………… 50 Farmer …………………… 25 Fortune Teller …………… 35 Healer …………………… 21 Healer (Orc)……………… 27 Herbalist ………………… 20 Hermit …………………… 29 Hunter …………………… 30 Innkeeper………………… 31

Kings Corps……………… 47 Labourer ………………… 11 Loremaster ………………… 30 Magic Crafter …………… 35 Royal Navy (Marine) …… 47 Mercenary………………… 36 Merchant ………………… 27 Midwife…………………… 18 Noble……………………… 24 Performer………………… 32 Sailor……………………… 19 Sage……………………51(55) Scout……………………… 21 Scribe……………………… 34 Shaman Priest (MERP™)… 47 Silli Niennava …………48(59) Skuiftlaika………………… 35 Soldier…………………… 22 Spy………………………… 27 Surgeon…………………… 31 Territorial Corps ………… 24 T. Corps (Reservists)……… 18 Tracker…………………… 29 Traveller ………………… 12 Wanderer ………………… 31 Weapon Master…………… 43 Wolfrider ………………… 35 Zealot……………………… 29

The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtille ry, Pole Arms, and Thrown. The pla yer should assign one of the c ategorie s to e ach of the wea pon ca tegories a bove.

Everyman Skills: Any one Survival skill, any one Riding skill, Foraging, and Weather Watching Ocupational Skills: None Restricted Skills: Urban skills

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Other Base list (1-5)………… 90 Training package list (all) 8/8/8 Other Base list (6-10) …… 180 Other Base list (11-15)…… 270 Other Base list (16-20)…… 360 Other Base list (21+) …… 450 Open list (1-5)……………… 28 Closed list (1-5)…………… 45 Open list (6-10) …………… 56 Closed list (6-10) ………… 90 Open list (11-15)…………… 84 Closed list (11-15)………… 135 Open list (16-20)………… 112 Closed list (16-20)………… 180 Open list (21+)…………… 150 Closed list (21+) ………… 225 OTHER REALM: Base list (1-5) …………… 120 Traing package list (all)… 16/16

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FIGHTER Fighters are non spell users who will find it relatively easy to develop a variety of different weapons and to wear heavier types of armour. They are less skilled in manoeuvring and manipulating mechanical devices such as locks and traps (though they are still superior to most spell users in these areas). They have the greatest difficulty learning anything connected with spells. Some literary examples of a fighter might include Conan the Barbarian, Little John, and Gimli the Dwarf. Prime Stats: Constitution and Strength

FIGHTER SPELL LISTS The Fighter has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic. PROFESSION BONUSES Armour Group…………… +10 Combat Manoeuvres……… +10 Body Development……… +10 Weapon Group …………… +20 SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 2/2/2 Outdoor • Animal ………… 1/4 Armour • Light…………… 1/1/1 Outdoor • Environment…… 2/5 Armour • Medium ……… 2/2/2 Power Awareness …………… 8 Artistic • Active ……………2/5 Power Manipulation ……… 18 Artistic • Passive……………2/5 Power Point Develop……… 20 Athletic • Brawn……………2/5 Science • Basic …………… 3/6 Athletic • Endurance ………2/6 Science • Specialized……… 12 Athletic • Gymnastic ………2/5 Self Control………………… 2/6 Awareness • Perception ……2/9 Special Attacks …………… 2/6 Awareness • Searching………2/5 Special Defences…………… 25 Awareness • Senses…………2/6 Subterfuge • Attack…………6/10 Body Development…………2/5 Subterfuge • Stealth ……… 2/5 Combat Manoeuvres ………3/9 Subterfuge • Mechanics…… 3/8 Communications………… 3/3/3 Technical • General………… 3/7 Crafts …………………… 4/10 Technical • Professional……… 8 Directed Spells……………… 20 Technical • Vocational ……5/12 Influence……………………2/7 Urban……………………… 2/4 Lore • General………………1/3 Weapon • Category 1……… 1/5 Lore • Magical……………… 6 Weapon • Category 2……… 2/5 Lore • Obscure………………3/7 Weapon • Category 3……… 2/7 Lore • Technical ……………2/6 Weapon • Category 4……… 2/7 Martial Arts • Strikes ………3/5 Weapon • Category 5……… 2/7 Martial Arts • Sweeps………3/5 Weapon • Category 6………… 5 Weapon • Category 7………… 5 The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtille ry, Pole Arms, and Thrown. The pla yer should assign one of the c ategorie s to e ach of the wea pon ca tegories a bove.

Everyman Skills: Situational Awareness: Combat, Leadership, Frenzy, any one non-Restricted Combat Manoeuvre, Boxing, Wrestling. Occupational Skills: None Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Base list (1-5)……………… 80 Training package list (all) 8/8/8 Base list (6-10)…………… 160 Base list (11-15) ………… 240 Base list (16-20)………… 320 Base list (21+)…………… 400 Open list (1-5)……………… 25 Closed list (1-5)…………… 40 Open list (6-10) …………… 50 Closed list (6-10) ………… 80 Open list (11-15)…………… 75 Closed list (11-15)………… 120 Open list (16-20)………… 100 Closed list (16-20)………… 160 Open list (21+) ………… 125 Closed list (21+) ………… 200 OTHER REALM:

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Base list (1-5) …………… Base list (6-10)…………… Base list (11-15) ………… Base list (16-20) ………… Base list (21+)…………… Closed list (1-5) ………… Closed list (6-10)………… Closed list (11-15) ……… Closed list (16-20) ……… Closed list (21+) …………

120 240 360 480 600 105 210 315 420 525

Traing package list (all)… 16/16

Open list (1-5) …………… 90 Open list (6-10)…………… 180 Open list (11-15) ………… 270 Open list (16-20) ………… 360 Open list (21+) …………… 450

First 5 lists deve loped i n a given level:................................................................... x1 cost 6th - 10th lists developed in a given le vel :............................................................. x2 cost 11th - up li sts deve loped in a give n level:............................................................... x4 cost For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer ……………… 36 Amateur Mage…………… 51 Anamartar………………… 48 Animal Handler ………… 11 Animal Friend …………… 28 Apothecary (MERP™)…… 29 Architect ………………… 26 Astronomer ……………… 34 Beastmaster……………35(42) Burglar…………………… 24 City Guard ………………… 19 Cloistered Academic……… 31 Con Man ………………… 22 Crafter …………………… 24 Cut Purse………………… 23 Dwarven Berserker……… 36 Estehildi ………………… 41 Explorer ………………… 32 Faradrim Aran …………… 54 Faradrim Forod…………… 51 Farmer …………………… 26 Fortune Teller …………… 35 Healer …………………… 21 Healer (Orc)……………… 27 Herbalist ………………… 24 Hermit …………………… 33 Hunter …………………… 34 Innkeeper………………… 29

Kings Corps……………… 45 Labourer ………………… 11 Loremaster ……………… 30 Magic Crafter …………… 35 Royal Navy (Marine) …… 38 Mercenary………………… 34 Merchant ………………… 25 Midwife…………………… 18 Noble……………………… 25 Performer………………… 29 Sailor……………………… 20 Sage……………………51(55) Scout……………………… 24 Scribe……………………… 31 Shaman Priest (MERP)…… 46 Silli Niennava …………47(58) Skuiftlaika………………… 36 Soldier…………………… 20 Spy………………………… 28 Surgeon…………………… 29 Territorial Corps ………… 22 T. Corps (Reservists) ……… 17 Tracker…………………… 37 Traveller ………………… 13 Wanderer ………………… 31 Weapon Master…………… 38 Wolfrider ………………… 31 Zealot……………………… 27

LAYMAN Normally each character has an “adventuring” profession, reflecting how his early training and life have moulded his thought patterns. However, the Layman profusion represents characters who do not have a standard “adventuring” profession. Most nonadventuring NPC’S will have Layman profession. Prime Stats: None Special: Every Layman should select an occupation. GM should move skills to the Everyman and Occupational categories as is appropriate to the occupation. Some sample occupations are given on the next page.

LAYMAN SPELL LISTS The Layman has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic. PROFESSION BONUSES Athletic Group……………… +5 Power Awareness ………… Awareness Group…………… +5 Power Manipulation ……… Body Development ………… +5 Self Control………………… Crafts………………………… +5 Technical/Trade Group …… Outdoor Group……………… +5 Weapon Group ……………

+5 +5 +5 +5 +5

SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 4/4/4 Outdoor • Animal ………… 2/5 Armour • Light…………… 2/2/2 Outdoor • Environment…… 2/5 Armour • Medium ……… 3/3/3 Power Awareness ………… 4/7 Artistic • Active ……………2/5 Power Manipulation ………… 8 Artistic • Passive……………2/5 Power Point Develop……… 10 Athletic • Brawn ……………3/6 Science • Basic …………… 2/5 Athletic • Endurance ………2/7 Science • Specialized………… 8 Athletic • Gymnastic ………2/6 Self Control………………… 2/7 Awareness • Perception … 3/10 Special Attacks ……………5/11 Awareness • Searching………2/6 Special Defences…………… 20 Awareness • Senses…………2/6 Subterfuge • Attack…………6/12 Body Development ……… 4/12 Subterfuge • Stealth ……… 2/6 Combat Manoeuvres…………/12 Subterfuge • Mechanics…… 3/6 Communications………… 2/2/2 Technical • General………… 3/7 Crafts……………………… 4/10 Technical • Professional……… 8 Directed Spells………………3/6 Technical • Vocational ……5/12 Influence……………………2/5 Urban……………………… 2/5 Lore • General………………1/3 Weapon • Category 1……… 3/6 Lore • Magical……………… 3 Weapon • Category 2……… 3/6 Lore • Obscure………………3/7 Weapon • Category 3………… 4 Lore • Technical ……………2/6 Weapon • Category 4………… 5 Martial Arts • Strikes ……… 3 Weapon • Category 5………… 6 Martial Arts • Sweeps ……… 3 Weapon • Category 6………… 7 Weapon • Category 7………… 7

Traing package list (all) …16/16 Closed list (1-5) …………… 80 Closed list (6-10)………… 160 Closed list (11-15) ……… 240 Closed list (16-20) ……… 320 Closed list (21+) ………… 400

Open list (1-5) …………… 40 Open list (6-10) …………… 80 Open list (11-15) ……… 120 Open list (16-20) ……… 160 Open list (21+) ………… 200

First 5 lists deve loped i n a given level:................................................................... x1 cost 6th - 10th lists developed in a given le vel :.............................................................. x2 cost 11th - up li sts deve loped in a give n level: ............................................................... x4 cost For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer ……………… 36 Amateur Mage…………… 37 Anamartar………………… 44 Animal Handler ………… 18 Animal Friend …………… 30 Apothecary (MERP)……… 29 Architect ………………… 26 Astronomer ……………… 29 Beastmaster……………39(45) Burglar…………………… 25 City Guard ………………… 24 Cloistered Academic……… 27 Con Man ………………… 22 Crafter …………………… 24 Cut Purse………………… 24 Dwarven Berserker……… 45 Estehildi ………………… 41 Explorer…………………… 33 Faradrim Aran …………… 57 Faradrim Forod…………… 55 Farmer …………………… 30 Fortune Teller …………… 27 Healer …………………… 21 Healer (Orc)……………… 27 Herbalist ………………… 24 Hermit …………………… 34 Hunter …………………… 35 Innkeeper………………… 28

Kings Corps……………… 50 Labourer ………………… 15 Loremaster ………………… 24 Magic Crafter …………… 33 Royal Navy (Marine) …… 46 Mercenary………………… 41 Merchant ………………… 22 Midwife…………………… 18 Noble……………………… 26 Performer………………… 26 Sailor……………………… 20 Sage……………………48(53) Scout……………………… 27 Scribe……………………… 29 Shaman Priest (MERP)…… 35 Silli Niennava …………40(50) Skuiftlaika………………… 41 Soldier…………………… 28 Spy………………………… 27 Surgeon…………………… 29 Territorial Corps ………… 30 T. Corps (Reservists)……… 22 Tracker…………………… 39 Traveller ………………… 14 Wanderer ………………… 29 Weapon Master…………… 50 Wolfrider ………………… 42 Zealot……………………… 27

The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtille ry, Pole Arms, and Thrown. The pla yer should assign one of the c ategorie s to e ach of the wea pon ca tegories a bove.

Everyman Skills: none Occupational Skills; any one Craft (and any associated skills from other categories, GM’s discretion). Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Traing package list (all) … 8/8/8 Open list (1-5)……………… 10 Closed list (1-5)…………… 15 Open list (6-10) …………… 20 Closed list (6-10) ………… 30 Open list (11-15)…………… 30 Closed list (11-15)………… 45 Open list (16-20)…………… 40 Closed list (16-20)………… 60 Open list (21+)……………… 50 Closed list (21+) ………… 75 OTHER REALM:

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SAMPLE LAYMAN OCCUPATIONS Acrobat A performer of gymnastic ledgerdemain, who amazes his audience with incredible, nigh impossible stunts. Occupational Skills Acrobatics and Tumbling Everyman Skills choose one skill from the following Juggling, Stiltwalking, Tightrope-walking. Selli Niennava Healer A member of an order of healers, found running charity hospitals and hostals throughout Eriador. Knowledgable in many areas of healing. Occupational skills any two of the following physic, midwifery or apothecary. Everyman skills herb lore, surgery, first aid, cooking, any one lore skill and one of the following physic, midwifery or apothecary. Blacksmith A craftsman who makes items out of metal, from farming implements to cooking pots. Most settlements in civilized areas will contain a blacksmith, serving the local community. Occupational Skills Metal Crafting (Blacksmith) and Evaluate Metal. Everyman Skills Metal Lore. Carpenter A craftsman who makes items out of wood, from bowls to furniture. Most large settlements in civilized areas will have a carpenter. Occupational Skills Wood-crafts (Carpentry) Everyman Skills Wood Lore Farmer Practised at managing land for the growing of crops and/or husbanding of animals. Occupational Skills Horticulture and Animal Handling. Everyman Skills Animal Healing and Weather Watching Herder A person who knows how to get animals from Ato B, hopefully without losing any. Occupational Skills Herding (select Animal) Everyman Skills Animal Handling (select animal). Merchant From the humble street peddler to the importer of exotic goods. If you want it they’ll sell it to you, sometimes even when you don’t! Occupational Skills Trading, choose one skill from the following Appraisal, Evaluate Armour, Evaluate Metal, Evaluate Stone, Evaluate Weapon. Everyman Skills Trading Lore, Advertizing. Nandorin (Silvan Elf) Healer A skilled practitioner in the use of herbs to aid healing. Occupational skills herb lore, prepare herbs, use prepared herbs. Everyman skills diagnostics, first aid, second aid, poison lore. You may learn appropriate spell lists to 5th level. Estehildi Healer A member of a semi-religious order who run houses of healing throughout Gondor. Kowledgeable in many areas of healing. Occupational skills Physic, Midwifery, Apothecary. Everyman skills herb lore, surgery, first aid, cooking and any two lore skills. Surgeon A healer skilled in amputations and internal injuries. They are mostly found in large cities or working as part of a healing order. They are found throughout Eriador (though since Arnor dissolved they are becoming less common), Gondor, Umbar and Near Harad. Occupational skill are Surgery.

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Everyman skills are Second Aid. Midwife A healer skilled in the areas of pregnancy, birthing, childsickness and related illnesses that can afflict the mother. Occupational skill are Midwifery, Preparing herbs. Everyman skills are Use Prepared Herbs. Apothecary Skilled in preparing herbs, mixing of periapts, decoctions, tinctures, pultices and potions. For the ease and cure of all manner of ailments. They are found throughout Eriador (though since Arnor dissolved they are becoming less common), Gondor, Umbar and Near Harad. Occupational skills are Apothecary, Herb Lore, Use prepared Herb. Everyman skills are Poison Lore, Diagnostics. Physic Or Physician; also called a Doctor if he boasts a true scholarly education, spends years in training as an apprentice. They must memorize elvish and Dunadan lore, and practice there healing skills under watchful teachers. At schools or monastic orders until they are considered ready. They are found only in large cities or in the service of the nobility. They are found throughout Eriador (though since Arnor dissolved they are becoming less common), Gondor, Umbar and Near Harad. Occupational skills are Physic, First Aid, Second Aid. Everyman skills are Apothecary, Herb Lore, Midwifery, Surgery, choose any three Lore category skills (except Lore Magical), choose any two influence category skills.

ROGUE Rogues are non spell users with some expertise in thiefly abilities and more specialized knowledge of arms than that possessed by Fighters. Normally, a Rogue will be almost as good as a Fighter with one weapon of his choice. The cost, in development points, of developing his thiefly skills will generally not allow him to be as good in these areas as a Thief, but his flexibility is unmatched by either profession. Some literary examples of Rogues might include Fahfard and the Grey Mouser, Robin Hood. Prime Stats: Agility and Strength

ROGUE SPELL LISTS The Rogue has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic. PROFESSION BONUSES Armour Group……………… +5 Combat Manoeuvres……… +5 Athletic • Gymnastic …… +5 Subterfuge Group ……… +10 Awareness Group…………… +5 Weapon Group ………… +15 Body Development ………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 3/3/3 Outdoor • Animal ………… 1/5 Armour • Light ………… 1/1/1 Outdoor • Environment…… 2/4 Armour • Medium ……… 2/2/2 Power Awareness …………… 7 Artistic • Active ………… 2/4 Power Manipulation ……… 12 Artistic • Passive………… 2/5 Power Point Develop……… 12 Athletic • Brawn ………… 2/6 Science • Basic …………… 3/6 Athletic • Endurance …… 2/5 Science • Specialized……… 12 Athletic • Gymnastic ………1/5 Self Control ……………… 2/6 Awareness • Perception … 2/6 Special Attacks …………… 2/7 Awareness • Searching … 1/5 Special Defences ………… 25 Awareness • Senses……… 2/6 Subterfuge • Attack ……… 4/8 Body Development ……… 3/9 Subterfuge • Stealth ……… 1/3 Combat Manoeuvres …… 4/10 Subterfuge • Mechanics…… 2/5 Communications………… 3/3/3 Technical • General ……… 3/7 Crafts …………………… 4/10 Technical • Professional …… 8 Directed Spells …………… 20 Technical • Vocational … 5/12 Influence………………… 2/5 Urban……………………… 1/3 Lore • General ……………1/3 Weapon • Category 1……… 2/5 Lore • Magical……………… 4 Weapon • Category 2……… 3/8 Lore • Obscure ……………3/7 Weapon • Category 3……… 3/9 Lore • Technical ………… 2/5 Weapon • Category 4……… 3/9 Martial Arts • Strikes …… 3/7 Weapon • Category 5……… 3/9 Martial Arts • Sweeps …… 3/7 Weapon • Category 6………… 6 Weapon • Category 7………… 6

Closed list (6-10)………… Closed list (11-15) ……… Closed list (16-20) ……… Closed list (21+) …………

180 270 360 450

Open list (6-10) ………… Open list (11-15) ……… Open list (16-20) ……… Open list (21+) …………

120 180 240 300

First 5 lists deve loped i n a given level:................................................................... x1 cost 6th - 10th lists developed in a given le vel :.............................................................. x2 cost 11th - up li sts deve loped in a give n level: ............................................................... x4 cost For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer ……………… 34 Amateur Mage…………… 46 Anamartar………………… 48 Animal Handler ………… 11 Animal Friend …………… 25 Apothecary (MERP)……… 29 Architect ………………… 26 Astronomer ……………… 34 Beastmaster……………34(41) Burglar…………………… 21 City Guard ………………… 20 Cloistered Academic……… 30 Con Man ………………… 18 Crafter …………………… 24 Cut Purse………………… 14 Dwarven Berserker……… 40 Estehildi ………………… 41 Explorer…………………… 31 Faradrim Aran …………… 54 Faradrim Forod…………… 51 Farmer …………………… 27 Fortune Teller …………… 31 Healer …………………… 21 Healer (Orc)……………… 27 Herbalist ………………… 24 Hermit …………………… 33 Hunter …………………… 30 Innkeeper………………… 27

Kings Corps……………… 47 Labourer ………………… 13 Loremaster ………………… 27 Magic Crafter …………… 34 Royal Navy (Marine) …… 43 Mercenary………………… 37 Merchant ………………… 25 Noble……………………… 25 Midwife…………………… 18 Performer………………… 28 Sailor……………………… 19 Sage……………………50(54) Scout……………………… 21 Scribe……………………… 31 Shaman Priest (MERP)…… 40 Silli Niennava …………43(54) Skuiftlaika………………… 35 Soldier…………………… 23 Spy………………………… 24 Surgeon…………………… 29 Territorial Corps ………… 26 T. Corps (Reservists)……… 20 Tracker…………………… 31 Traveller ………………… 11 Wanderer ………………… 29 Weapon Master…………… 47 Wolfrider ………………… 35 Zealot……………………… 28

The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtille ry, Pole Arms, and Thrown. The pla yer should assign one of the c ategorie s to e ach of the wea pon ca tegories a bove,

Everyman Skills: Duping, Lock Lore, choice of one Situational Awareness, one of either Boxing or Wrestling. Occupational Skills: none Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Training package list (all) 8/8/8 Open list (1-5)……………… 15 Closed list (1-5)…………… 25 Open list (6-10) …………… 30 Closed list (6-10) ………… 50 Open list (11-15)…………… 45 Closed list (11-15)………… 75 Open list (16-20)…………… 60 Closed list (16-20)………… 100 Open list (21+)……………… 75 Closed list (21+) ………… 125 OTHER REALM: Traing package list (all) …16/16 Closed list (1-5) …………… 90 Open list (1-5) …………… 60

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THIEF Thieves are non spell users who are specialists at manoeuvring and manipulating. They have the easiest time learning mechanical skills (such as picking locks and disarming traps) and are fairly good at picking up weapon skills. Thieves are also unusually adept at subterfuge skills (Stalking, Hiding, etc.). They rarely wear heavy arm our, although arm our does not especially hinder the exercising of their professional abilities (other than limiting their superb manoeuvring abilities). Some literary examples of Thieves might include Will Scarlet and Biibo Baggins. Prime Stats : Agility and Quickness

THIEF SPELL LISTS The Thief has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic. PROFESSION BONUSES Athletic • Gymnastic ……… +5 Self Control ……………… +5 Awareness Group………… +10 Subterfuge Group ………… +15 Body Development………… +5 Weapon Group …………… +10 SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 4/4/4 Outdoor • Animal ………… 2/5 Armour • Light…………… 2/2/2 Outdoor • Environment…… 2/6 Armour • Medium ……… 3/3/3 Power Awareness …………… 6 Artistic • Active ……………2/4 Power Manipulation ……… 18 Artistic • Passive……………2/5 Power Point Develop……… 15 Athletic • Brawn……………3/6 Science • Basic …………… 3/6 Athletic • Endurance ………2/7 Science • Specialized……… 12 Athletic • Gymnastic ………1/3 Self Control………………… 2/6 Awareness • Perception ……2/5 Special Attacks …………… 2/8 Awareness • Searching………1/3 Special Defences…………… 25 Awareness • Senses…………2/5 Subterfuge • Attack………… 2/6 Body Development……… 5/12 Subterfuge • Stealth ……… 1/3 Combat Manoeuvres …… 4/12 Subterfuge • Mechanics…… 1/3 Communications………… 3/3/3 Technical • General………… 3/7 Crafts …………………… 4/10 Technical • Professional……… 8 Directed Spells……………… 20 Technical • Vocational … 5/12 Influence……………………2/5 Urban……………………… 1/2 Lore • General………………1/3 Weapon • Category 1……… 2/7 Lore • Magical……………… 5 Weapon • Category 2……… 3/8 Lore • Obscure………………3/7 Weapon • Category 3………… 4 Lore • Technical ……………2/4 Weapon • Category 4………… 4 Martial Arts • Strikes ………3/7 Weapon • Category 5………… 4 Martial Arts • Sweeps………3/7 Weapon • Category 6………… 6 Weapon • Category 7………… 6 The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtille ry, Pole Arms, and Thrown. The pla yer should assign one of the c ategorie s to e ach of the wea pon ca tegories a bove.

Everyman Skills: choice of one Situational Awareness, Duping, Subdual, Operating Equipment Occupational Skills: Lock Lore Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Training Package list (all) 8/8/8 Open list (1-5)……………… 18 Closed list (1-5)…………… 35 Open list (6-10) …………… 36 Closed list (6-10) ………… 70 Open list (11-15)…………… 54 Closed list (11-15)………… 105 Open list (16-20)…………… 72 Closed list (16-20)………… 140 Open list (21+) …………… 90 Closed list (21+) ………… 175 OTHER REALM: Training Package list (all) 16/16 Closed list (1-5) ………… 100 Open list (1-5) …………… 80

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Closed list (6-10)………… Closed list (11-15) ……… Closed list (16-20) ……… Closed list (21+) …………

200 300 400 500

Open list (6-10)…………… 160 Open list (11-15) ………… 240 Open list (16-20) ………… 320 Open list (21+) …………… 400

First 5 lists deve loped i n a given level:................................................................... x1 cost 6th - 10th lists developed in a given le vel :............................................................. x2 cost 11th - up li sts deve loped in a give n level:............................................................... x4 cost For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer ……………… 34 Amateur Mage…………… 47 Anamartar………………… 48 Animal Handler ………… 18 Animal Friend …………… 28 Apothecary (MERP)……… 29 Architect ………………… 26 Astronomer ……………… 34 Beastmaster……………37(45) Burglar…………………… 18 City Guard ………………… 21 Cloistered Academic……… 31 Con Man ………………… 18 Crafter …………………… 24 Cut Purse………………… 14 Dwarven Berserker……… 43 Estehildi ………………… 41 Explorer ………………… 31 Faradrim Aran …………… 53 Faradrim Forod…………… 53 Farmer …………………… 30 Fortune Teller …………… 29 Healer …………………… 21 Healer (Orc)……………… 27 Herbalist ………………… 24 Hermit …………………… 34 Hunter …………………… 30 Innkeeper………………… 27

Kings Corps……………… 49 Labourer ………………… 16 Loremaster ……………… 28 Magic Crafter …………… 34 Royal Navy (Marine) …… 45 Mercenary………………… 40 Merchant ………………… 25 Midwife…………………… 18 Noble……………………… 26 Performer………………… 28 Sailor……………………… 19 Sage……………………50(54) Scout……………………… 23 Scribe……………………… 31 Shaman Priest (MERP)…… 43 Silli Niennava …………45(57) Skuiftlaika………………… 35 Soldier…………………… 27 Spy………………………… 23 Surgeon…………………… 29 Territorial Corps ………… 29 T. Corps (Reservists) ……… 21 Tracker…………………… 29 Traveller ………………… 12 Wanderer ………………… 30 Weapon Master…………… 49 Wolfrider ………………… 41 Zealot……………………… 28

MAGICIAN Magicians are Pure spell users of Essence who have concentrated on elemental spells. Their base spells deal with the elements of earth, water, air, and heat. Prime Stats: Empathy and Reasoning

MAGICIAN SPELL LISTS The Magician has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 99-104). For a slightly higher development point cost, he may also develop Open and Closed Essence spell lists. Full descriptions of these Lists can be found in Spell Law (pages 73-92). Other spell lists may be developed, but will cost a higher number of development points. Earth Law: Manipulating earth, stone, and other inorganic materials. Fire Law: Manipulating fire and heat manipulation (including elemental attacks). Ice Law: Manipulating ice and cold (including elemental atÿtacks). Light Law: Manipulating light and electricity (including elemental attacks). Water Law: Manipulating water and other fluids (including elemental attacks). Wind Law: Manipulating wind and air. PROFESSION BONUSES Directed Spells…………… +10 Power Manipulation ……… +10 Lore • Magical…………… +10 Power Point Dev…………… +5 Power Awareness………… +10 Spell Group………………… +5 SKILLS AND SKILL CATEGORIES Amour • Heavy …………… 11 Outdoor • Animal …………… 3 Armour • Light …………… 9 Outdoor • Environment……… 3 Armour • Medium ………… 10 Power Awareness ………… 1/4 Artistic • Active ……………2/5 Power Manipulation ………4/10 Artistic • Passive……………2/5 Power Point Develop………… 4 Athletic • Brawn …………… 6 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized………6/14 Athletic • Gymnastic ……… 3 Self Control ………………… 6 Awareness • Perception …… 6 Special Attacks …………… 15 Awareness • Searching …… 3 Special Defences ………… 30 Awareness • Senses…………3/7 Subterfuge • Attack ……… 15 Body Development ………… 15 Subterfuge • Stealth ………… 5 Combat Manoeuvres ……… 18 Subterfuge • Mechanics……… 7 Communications………… 2/2/2 Technicalÿ• General ……… 3/7 Crafts …………………… 4/10 Technical • Professional …… 8 Directed Spells ……………2/5 Technical • Vocational ……5/12 Influence……………………2/6 Urban………………………… 3 Lore • General………………1/3 Weapon • Category 1………… 9 Lore • Magical………………1/4 Weapon • Category 2……… 20 Lore • Obscure………………3/7 Weapon • Category 3……… 20 Lore • Technical ……………2/6 Weapon • Category 4……… 20 Martial Arts • Strikes ……… 9 Weapon • Category 5……… 20 Martial Arts • Sweeps ……… 9 Weapon • Category 6……… 20 Weapon • Category 7……… 20

Open list (21+)………… 6/6/6 OTHER REALM: Base list (1-5) ……………… 50 Base list (6-10)……………… 70 Base list (11-15) …………… 90 Base list (16-20) ………… 110 Base list (21+)…………… 130 Closed list (1-5) …………… 20 Closed list (6-10)…………… 25 Closed list (11-15) ………… 40 Closed list (16-20) ………… 60 Closed list (21+) …………… 80

Closed list (21+)…………… 8/8 Training Package list (all)… 8/8

Open list (1-5)…………… 10/10 Open list (6-10) …………… 12 Open list (11-15)…………… 25 Open list (16-20)…………… 40 Open list (21+) …………… 60

First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ............................................................ x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Apothecary (MERP)……… Architect ………………… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer…………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalist ………………… Hermit …………………… Hunter …………………… Innkeeper…………………

46 26 46 23 39 31 25 29 46 37 39 24 28 24 37 62 41 39 74 71 41 20 21 27 27 46 47 29

Kings Corps……………… Labourer ………………… Loremaster ………………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Skuiftlaika………………… Soldier…………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists)……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtillery, Pole Arms, and Thrown.

Everyman Skills: Time Sense, Spell Mastery, Meditation Occupational Skills: none Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Base list (all) …………… 3/3/3 Training Package list (all) 4/4/4 Open list (1-20) ………… 4/4/4 Closed list (1-20) ……… 4/4/4

115

65 27 19 27 62 56 21 18 28 27 24 45 37 32 40 30 55 50 39 26 55 46 53 20 34 73 60 32

Restricted Skills: None

ESSENCE ALCHEMIST Essence Alchemists are pure spell users of the Essence, who have concentrated on the creation of items. Their base spells deal with the creation of magical items, potions, runes, staves, wands. Prime Stats: Empathy and Reasoning

ESSENCE ALCHEMIST SPELL LISTS Essence Alchemists have six base lists which are chosen from the nine base spells lists found below. Lists not chosen are treated as Own Realm Other Base Lists (and thus cannot be taken as extra base lists). The full descriptions of all the spells on these lists can be found in Treasure Companion (pages 63-71). For a slightly higher development point cost, he may also develop Open and Closed Essence spell lists. Full descriptions of these lists can be found in Spell Law (pages 73-92). Other spell lists may be developed, but will cost a higher number of development points. Armour Enchantments: Creates magical amours. Elven Inorganic Skills: Works inorganic matter. This list can only be developed by Elven characters. General Enchantments: Creates magical general items. Inorganic Skills (MERP): Works inorganic matter. This list is for non-Elven characters only. Item Analysis: Analysis the workings of items of power. Liquid/Gas Skills: Creates potions. Organic Skills: Works organic matter. Other Realm Imbedding: Imbeds spells from realms other than his own. Own Realm Imbedding: Imbed spells from his own realm. Weapon Enchantments: Creates magical weapons. The spells for imbueing intelligence e.g., 3. Empathy don’t exsist in Middle-earth. PROFESSION BONUSES Crafting ………………… +15 Lore • magical …………… Lore • Obscure……………… +5 Lore • Technical…………… Power Point Dev…………… +5 Power Awareness ………… Spell Group………………… +5 Technical • Vocational ……

+5 +5 +5 +5

SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 5/5/5 Outdoor • Animal …………… 3 Armour • Light ………… 2/2/2 Outdoor • Environment……… 3 Armour • Medium ……… 4/4/4 Power Awareness ………… 1/4 Artistic • Active ………… 2/5 Power Manipulation …… 4/10 Artistic • Passive………… 2/5 Power Point Develop………… 4 Athletic • Brawn…………… 3 Science • Basic …………… 1/3 Athletic • Endurance ……… 3 Science • Specialized……… 3/7 Athletic • Gymnastic ……… 6 Self Control ………………… 6 Awareness • Perception …… 6 Special Attacks …………… 15 Awareness • Searching …… 3 Special Defences ………… 30 Awareness • Senses……… 3/7 Subterfuge • Attack ……… 15 Body Development………… 15 Subterfuge • Stealth ………… 5 Combat Manoeuvres ……… 18 Subterfuge • Mechanics……… 7 Communications………… 2/2/2 Technical • General ……… 3/7 Crafts …………………… 4/10 Technical • Professional …… 8 Directed Spells …………… 3 Technical • Vocational …… 3/7 Influence………………… 2/6 Urban………………………… 3 Lore • General…………… 1/3 Weapon • Category 1………… 4 Lore • Magical…………… 1/4 Weapon • Category 2………… 9 Lore • Obscure…………… 3/7 Weapon • Category 3……… 12 Lore • Technical ………… 2/6 Weapon • Category 4……… 20 Martial Arts • Strikes ……… 9 Weapon • Category 5……… 20 Martial Arts • Sweeps……… 9 Weapon • Category 6……… 20 Weapon • Category 7……… 20 The weapon c ategories are: 1-H Conc ussion, 1-H Edged, 2-Ha nded, Missile Art illery, Pole Arms, a nd Thrown.

Everyman Skills: Time Sense, Meditation, Artifact Lore Occupational Skills: Six crafting skills of the players choice.

116

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWN REALM: Base list (all) …………… 3/3/3 Closed list (1-5)………… 4/4/4 Open list (1-10) ………… 4/4/4 Closed list (6-10) ……… 4/4/4 Open list (11-15)………… 4/4/4 Closed list (11-15)……… 4/4/4 Open list (16-20)………… 4/4/4 Closed list (16-20)……… 4/4/4 Open list (21+)…………… 6/6/6 Closed list (21+)…………… 8/8 OTHER REALM: Base list (1-5) ……………… 50 Base list (6-10)……………… 70 Base list (11-15) …………… 90 Base list (16-20) ………… 110 Base list (21+)…………… 130 Closed list (1-5) …………… 20 Open list (1-5) ………… 10/10 Closed list (6-10)…………… 25 Open list (6-10)…………… 12 Closed list (11-15) ………… 40 Open list (11-15) ………… 25 Closed list (16-&20………… 60 Open list (16-20) ………… 40 Closed list (21+) …………… 80 Open list (21+) …………… 60 First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ........................................................... x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING PACKAGES Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Apothecary (MERP)……… Architect ………………… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer ………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalis…………………… Hermit …………………… Hunter …………………… Innkeeper…………………

45 26 45 23 41 29 25 27 47 34 32 24 30 24 44 55 41 38 69 65 40 20 21 27 t27 46 46 29

Kings Corps……………… Labourer ………………… Loremaster ……………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Skuiftlaika………………… Soldier…………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists) ……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

57 25 19 27 55 51 21 18 28 28 26 43 34 32 30 40 56 38 43 24 45 29 52 23 35 63 55 28

ANIMIST Animists are pure spell users of Channelling specializing in studies and powers concerning living things. Their base spells deal with plants, animals, weather, and nature in general. Animists can be known by differant names in differant cultures; sometimes with slightly differant abilities. Amongst the Woodmen they are known as Wita. The Urban Northmen and Gramuz call them Urdharkona. Prime Stats: Intuition and Memory. Special: Wita may swop 2 Animist base lists for a Cleric base list and a Ranger base list.

ANIMIST SPELL LISTS The Animist has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 29-34). For a slightly higher development point cost, he may also develop Open and Closed Channelling spell lists. Full descriptions of these lists can be found in Spell Law (pages 9-28). Other spell lists may be developed, but will cost a larger number of development points. Animal Mastery: Calming, befriending, and affecting animals in various ways. Herb Mastery: Finding, preparing, and enhancing herbs (and herbal cures). Nature’s Lore: Gleaning information from the environment. Nature’s Movement/Senses: Enhancing abilities and senses of the Animist. Nature’s Protection: Resisting and protecting using the elements of nature. Plant Mastery: Growing, restoring, and affecting plants in various ways. PROFESSION BONUSES Awareness Group…………… +5 Power Manipulation ……… +5 Lore • Magical……………… +5 Power Point Dev…………… +5 Outdoor Group…………… +20 Spell Group………………… +5 Power Awareness…………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy …………… 11 Outdoor • Animal ………… 1/2 Armour • Light…………… 2/2/2 Outdoor • Environment…… 1/2 Armour • Medium ………… 10 Power Awareness ………… 2/6 Artistic • Active ……………2/5 Power Manipulation ………4/10 Artistic • Passive……………2/5 Power Point Develop………… 4 Athletic • Brawn …………… 4 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized………6/14 Athletic • Gymnastic ……… 3 Self Control…………………… 5 Awareness • Perception …… 6 Special Attacks …………… 10 Awareness • Searching………1/5 Special Defences…………… 30 Awareness • Senses…………3/7 Subterfuge • Attack………… 10 Body Development ………… 8 Subterfuge • Stealth ………… 3 Combat Manoeuvres………… 10 Subterfuge • Mechanics……… 8 Communications………… 2/2/2 Technical • General………… 3/7 Crafts……………………… 4/10 Technical • Professional……… 8 Directed Spells……………… 3 Technical • Vocational ……5/12 Influence……………………2/6 Urban………………………… 4 Lore • General………………1/3 Weapon • Category 1………… 6 Lore • Magical………………2/5 Weapon • Category 2………… 7 Lore • Obscure………………3/7 Weapon • Category 3………… 9 Lore •‘Technical ……………2/6 Weapon • Category 4………… 9 Martial Arts • Strikes ……… 6 Weapon • Category 5………… 9 Martial Arts • Sweeps ……… 6 Weapon • Category 6……… 20 Weapon • Category 7……… 20

Restricted Skills: none

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWN REALM: Base list own (all) …… 3/3/3 Training Package list (all) 4/4/4 Open list (1-20) ……… 4/4/4 Closed list (1-20) ……… 4/4/4 Open list (21+)………… 6/6/6 Closed list (21+)…………… 8/8 OTHER REALM: Training Package list (all)……8/8 Closed list (1-5) …………… 20 Open list (1-5) ………… 10/10 Closed list (6-10)…………… 25 Open list (6-10) …………… 12 Closed list (11-15) ………… 40 Open list (11-15) ………… 25 Closed list (16-20) ………… 60 Open list (16-20) ………… 40 Closed list (21+) …………… 80 Open list (21+) …………… 60 First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ............................................................ x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING PACKAGES Adventurer………………… 41 Kings Corps ……………… Amateur Mage…………… 28 Labourer…………………… Anamartar………………… 45 Loremaster………………… Animal Handler…………… 11 Magic Crafter……………… Animal Friend …………… 27 Royal Navy (Marine)……… Architect ………………… 25 Mercenary………………… Apothecary (MERP)……… 31 Merchant ………………… Astronomer ……………… 25 Midwife…………………… Beastmaster ……………… 36 Noble……………………… Burglar…………………… 36 Performer………………… City Guard………………… 32 Sailor……………………… Cloistered Academic……… 24 Sage ……………………… Con Man ………………… 24 Scout……………………… Crafter …………………… 24 Scribe……………………… Cut Purse ………………… 33 Shaman Priest (MERP)…… Dwarven Berserker ……… 56 Silli Niennava …………… Estehildi…………………… 41 Skuiftlaika………………… Explorer…………………… 36 Soldier …………………… Faradrim Aran …………… 64 Spy………………………… Faradrim Forod…………… 61 Surgeon…………………… Farmer …………………… 29 Territorial Corps ………… Fortune Teller …………… 18 T. Corps (Reservists)……… Healer……………………… 21 Tracker…………………… Healer (Orc)……………… 27 Traveller…………………… Herbalist ………………… 20 Wanderer ………………… Hermit …………………… 38 Weapon Master…………… Hunter …………………… 33 Wolfrider ………………… Innkeeper ………………… 30 Zealot………………………

The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtillery, Pole Arms, and Thrown.

Everyman Skills: Time Sense, Meditation, Religion, Divination Occupational Skills: Herb Lore

117

59 20 22 28 55 49 21 18 27 27 22 45 22 31 28 36 53 36 33 26 41 29 45 13 28 60 53 30

CHANNELLING ALCHEMIST Channelling Alchemists are pure spell users of Channelling, who have concentrated on the creation of items. Their base spells deal with the creation of magical items, holy vestments, holy water, and wards. Prime Stats: Intuition and Reasoning Special Notes: This profession is only available to the Dwarven race.

CHANNELLING ALCHEMIST SPELL LISTS Channelling Alchemists have six base lists which are chosen from the nine base spells lists found below. Lists not chosen are treated as Own Realm Other Base Lists (and thus cannot be taken as extra base lists). The full descriptions of all the spells on these lists can be found in Treasure Companion (pages 63-71). For a slightly higher development point cost, he may also develop Open and Closed Essence spell lists. Full descriptions of these lists can be found in Spell Law (pages 73-92). Other spell lists may be developed, but will cost a higher number of development points. Dwarven Armour: Creates magical amours. Holy Office: Creates magical general items. Holy Wards: Creates wards to protect people and sights. Holy Weapons: Creates magical weapons. The spells for imbueing intelligence e.g., 3. Empathy don’t exsist in Middle-earth. Holy Works: Works organic matter. Dwarven Inorganic Skills: Works inorganic matter. Liquid/Gas Skills: Creates potions. Other Realm Imbedding: Imbeds spells from realms other than his own. Own Realm Imbedding: Imbed spells from his own realm. PROFESSION BONUSES Crafting ………………… +15 Lore • magical …………… Influence…………………… +5 Lore • Obscure …………… Power Point Dev…………… +5 Power Awareness ………… Spell Group………………… +5 Weapon Group ……………

+5 +5 +5 +5

SKILLS AND SKILL CATEGORIES Armour • Heavy …………… 11 Outdoor • Animal …………… 3 Armour • Light ………… 2/2/2 Outdoor • Environment…… 2/7 Armour • Medium ………… 10 Power Awareness ………… 2/5 Artistic • Active ……………2/5 Power Manipulation ………4/10 Artistic • Passive……………2/5 Power Point Develop………… 4 Athletic • Brawn…………… 3 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized………6/14 Athletic • Gymnastic ……… 6 Self Control ………………… 5 Awareness • Perception …… 6 Special Attacks …………… 10 Awareness • Searching ……2/6 Special Defences ………… 30 Awareness • Senses…………3/7 Subterfuge • Attack ……… 15 Body Development………… 10 Subterfuge • Stealth ………… 5 Combat Manoeuvres ……… 10 Subterfuge • Mechanics……… 7 Communications………… 2/2/2 Technical • General ……… 3/7 Crafts …………………… 4/10 Technical • Professional …… 8 Directed Spells …………… 3 Technical • Vocational ……5/12 Influence………………… 2/6 Urban………………………… 3 Lore • General…………… 1/3 Weapon • Category 1………… 6 Lore • Magical…………… 2/4 Weapon • Category 2………… 7 Lore • Obscure…………… 3/7 Weapon • Category 3………… 9 Lore • Technical ………… 2/6 Weapon • Category 4………… 9 Martial Arts • Strikes ……… 6 Weapon • Category 5………… 9 Martial Arts • Sweeps……… 6 Weapon • Category 6……… 20 Weapon • Category 7……… 20 The weapon c ategories are: 1-H Conc ussion, 1-H Edged, 2-Ha nded, Missile Art illery, Pole Arms, a nd Thrown.

Everyman Skills: Time Sense, Meditation. Artifact Lore. Occupational Skills: Six crafting skills of the players choice,

118

Religion. Restricted Skills: None.

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWN REALM: Base list (all) …………… 3/3/3 Open list (1-20) ………… 4/4/4 Closed list (1-20) ……… 4/4/4 Open list (21+)…………… 6/6/6 Closed list (21+)…………… 8/8 OTHER REALM: Base list (1-5) ……………… 50 Base list (6-10)……………… 70 Base list (11-15) …………… 90 Base list (16-20) ………… 110 Base list (21+)…………… 130 Closed list (1-5) …………… 20 Open list (1-5) ………… 10/10 Closed list (6-10)…………… 25 Open list (6-10)…………… 12 Closed list (11-15) ………… 40 Open list (11-15) ………… 25 Closed list (16-&20………… 60 Open list (16-20) ………… 40 Closed list (21+) …………… 80 Open list (21+) …………… 60 First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ........................................................... x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING PACKAGES Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Apothecary (MERP)……… Architect ………………… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer ………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalist ………………… Hermit …………………… Hunter …………………… Innkeeper…………………

45 28 45 23 39 29 25 27 46 36 32 24 29 24 43 57 41 39 68 64 35 21 21 27 24 41 44 29

Kings Corps……………… Labourer ………………… Loremaster ……………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Skuiftlaika………………… Soldier…………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists) ……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

59 21 22 28 56 49 21 18 28 28 25 45 30 31 31 36 54 37 41 26 43 29 51 21 33 64 55 30

RANGER Rangers are Semi spell users who combine the realm of Channelling with the realm of Arms. Their base spells deal with operating in the outdoors and manipulating the weather. Prime Stats: Constitution and Intuition

RANGER SPELL LISTS The Ranger has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 47-52). For a slightly higher development point cost, he may also develop Open Channelling spell lists (see Spell Law, pages 9-18). Other spell lists may be developed, but will cost a larger number of development points. Inner WaIls: Providing resistance to the natural elements and bonuses to certain types of activities. Moving Ways: Enhancing the moving abilities of the caster. Nature’s Guises: Providing hiding and disguises. Nature’s Summons: Summoning assistance in the form of various types of animals, assisting the local plant life in growth, and praying for weather effects. Nature’s Way: Surviving in the wilderness (e.g., finding water, shelter, etc.). Path Mastery: Discovering information about paths. PROFESSION BONUSES Athletic Group……………… +5 Outdoor Group …………… +20 Awareness Group………… +10 Subterfuge • Stealth ……… +5 Body Development ………… +5 Weapon Group …………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 5/5/5 Outdoor • Animal ………… 1/5 Armour • Light…………… 2/2/2 Outdoor • Environment…… 1/3 Armour • Medium ……… 4/4/4 Power Awareness …………… 5 Artistic • Active ………… 2/5 Power Manipulation ………6/12 Artistic • Passive………… 2/5 Power Point Develop………… 8 Athletic • Brawn ………… 3/7 Science • Basic …………… 2/5 Athletic • Endurance …… 1/5 Science • Specialized………… 8 Athletic • Gymnastic ………3/6 Self Control………………… 2/7 Awareness • Perception … 3/12 Special Attacks …………… 3/9 Awareness • Searching………1/4 Special Defences…………… 30 Awareness • Senses…………2/5 Subterfuge • Attack…………… 6 Body Development ……… 4/12 Subterfuge • Stealth ……… 1/5 Combat Manoeuvres……… 5/12 Subterfuge • Mechanics……… 4 Communications………… 3/3/3 Technical • General………… 3/7 Crafts……………………… 4/10 Technical • Professional……… 8 Directed Spells……………… IS Technical • Vocational ……5/12 Influence……………………2/6 Urban……………………… 3/6 Lore • General………………1/3 Weapon • Category 1……… 3/7 Lore • Magical………………3/6 Weapon • Category 2………… 4 Lore • Obscure………………3/7 Weapon • Category 3………… 6 Lore • Technical ……………2/6 Weapon • Category 4………… 6 Martial Arts • Strikes ……… 4 Weapon • Category 5………… 6 Martial Arts • Sweeps ……… 4 Weapon • Category 6………… 9 Weapon • Category 7………… 9

Open list (6-10)…………… 8/8 Open list (11-15)………… 12 Open list (16-20)………… 18 Open list (21+)…………… 25 OTHER REALM: Training package list………12/12 Open list (1-5)……………… 30 Open list (6-10)……………… 60 Open list (11-15)………… 80 Open list (16-20)………… 100 Open list (21+)…………… 120

Closed list (6-10)…………… Closed list (11-15)………… Closed list (16-20)………… Closed list (21+)……………

12 25 40 60

Closed list (1-5)…………… 45 Closed list (6-10)…………… 60 Closed list (11-15)………… 80 Closed list (16-20)………… 100 Closed list (2 1+)…………… 120

First 5 lists deve loped i n a given level:................................................................... x1 cost 6th - 10th lists developed in a given le vel :.............................................................. x2 cost 11th - up li sts deve loped in a give n level: ............................................................... x4 cost For spell lists not shown, see the Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Architect ………………… Apothecary (MERP)……… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer…………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalist ………………… Hermit …………………… Hunter …………………… Innkeeper…………………

35 37 47 11 24 26 29 27 35 28 24 28 20 24 24 46 41 32 57 54 27 27 21 27 20 31 28 29

Kings Corps……………… Labourer ………………… Loremaster ………………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Skuiftlaika………………… Soldier…………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists)……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtillery, Pole Arms, and Thrown.

Everyman Skills: none Occupational Skills: none Restricted Skills: none

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Base list own (all)………… 6/6/6 Training package list…… 6/6/6 Open list (1-5)………………8/8 Closed list (1-5)………… 10/10

119

50 15 24 31 46 42 24 18 25 29 18 50 18 31 34 39 39 28 25 27 31 23 34 11 28 53 42 29

BARD Bards are Semi spell users who combine the realm of Mentalism with the realm of Arms. Their base spells deal sound, lore, entertaining, and item use Prime Stats: Memory and Presence

BARD SPELL LISTS The Bard has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 169-174). For a slightly higher development point cost, he may also develop Open Mentalism spell lists (see Spell Law, pages 137-146). Other spell lists may be developed, but will cost a larger number of development points. Controlling Songs: Controlling a target in a variety of ways. Entertaining Ways: Providing assistance to a stage performance. Item Lore: Discerning information about objects. Lores: Affecting the caster’s ability to learn or know information. Sound Control: Controlling sounds to produce a variety of effects. Sound Projection: Enhancing sounds in a variety of ways (including enhancing spells from the Controlling Songs spell list). PROFESSION BONUSES Artistic • Active …………… +5 Lore Group………………… +10 Awareness Group…………… +5 Power Awareness ………… +5 Body Development………… +5 Self Control………………… +5 Communications…………… +5 Weapon Group …………… +5 Influence…………………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 5/5/5 Outdoor • Animal ………… 2/7 Armour • Light…………… 2/2/2 Outdoor • Environment…… 2/6 Armour • Medium ……… 3/3/3 Power Awareness ………… 3/6 Artistic • Active ………… 1/2 Power Manipulation ………6/12 Artistic • Passive………… 1/3 Power Point Develop………… 8 Athletic • Brawn………… 4/9 Science • Basic …………… 2/5 Athletic • Endurance …… 2/7 Science • Specialized………… 8 Athletic • Gymnastic …… 2/6 Self Control………………… 2/7 Awareness • Perception … 4/12 Special Attacks ……………… 6 Awareness • Searching………2/6 Special Defences…………… 15 Awareness • Senses…………3/7 Subterfuge • Attack………… 12 Body Development……… 6/14 Subterfuge • Stealth ……… 2/7 Combat Manoeuvres …… 6/14 Subterfuge • Mechanics……… 4 Communications………… 1/1/1 Technical • General………… 3/7 Crafts …………………… 4/10 Technical • Professional……… 8 Directed Spells……………… 10 Technical • Vocational ……5/12 Influence……………………1/4 Urban……………………… 2/4 Lore • General………………1/2 Weapon • Category 1……… 3/9 Lore • Magical………………1/4 Weapon • Category 2………… 6 Lore • Obscure………………2/4 Weapon • Category 3………… 7 Lore • Technical ……………2/4 Weapon • Category 4………… 7 Martial Arts • Strikes ……… 3 Weapon • Category 5………… 7 Martial Arts • Sweeps……… 3 Weapon • Category 6……… 15 Weapon • Category 7……… 15 The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtillery, Pole Anus, and Thrown.

Everyman Skills: Time Sense Occupational Skills: none Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Base list own (all) ………… 6/6/6 Training package list…… 6/6/6 Open list (1-5)………………8/8 Closed list (1-5)………… 10/10 Open list (6-10) ………… 8/8 Closed list (6-10) ………… 12

120

Open list (11-15)………… 12 Open list (16-20)………… 18 Open list (21+)…………… 25 OTHER REALM: Training package list………12/12 Open list (1-5)……………… 30 Open list (6-10)……………… 60 Open list (11-15)………… 80 Open list (16-20)………… 100 Open list (21+)…………… 120

Closed list (11-15)………… 25 Closed list (16-20)………… 40 Closed list (2 1+)…………… 60 Closed list (1-5)…………… 45 Closed list (6-10) …………… 60 Closed list (11-15)………… 80 Closed list (16-20)………… 100 Closed list (2 1+)…………… 120

First 5 lists deve loped i n a given level:................................................................... x1 cost 6th - 10th lists developed in a given le vel :............................................................. x2 cost 11th - up li sts deve loped in a give n level:............................................................... x4 cost For spell lists not shown, see the Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Apothecary (MERP)……… Architect ………………… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer ………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalist ………………… Hermit …………………… Hunter …………………… Innkeeper…………………

37 32 37 18 30 29 25 30 37 27 25 23 19 24 26 46 41 33 60 57 31 22 21 27 24 35 35 27

Kings Corps……………… Labourer ………………… Loremaster ……………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Skuiftlaika………………… Soldier…………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists) ……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

52 18 18 30 50 44 19 18 25 17 20 42 27 26 33 48 45 29 26 27 34 25 47 14 28 56 46 24

DRUGHÂN The Drughân (Pu. “great brother”) are semi-spell users of the realm of Channelling, they are members of a great shamanic fraternity, the Drughôr-ghan (Pu. “Great Brotherhood”). They are chosen and trained from a young age to be the healers and spiritual guides of the Drughu. Each Drughu clan has a Drughân representative of this fraternity. Prime Stats: Intuition and Empathy Spe cial: All Drughân rece ive a magical t attoo w he n they come of a ge . You c an ha ve only one of these Tattoos and must pay the cost in Tal ent Points listed; (The se tattoos do not c ount towards the ma ximum number of tattoos one person ca n have). Ta ttoo (of the Wild’s): You have a n e nc ha nte d spiralling tattoo de si gn, create d using t he colouring stone (a n a nc ient sa cred re lic, a nd symbol of D rúg culture). Eac h spira lling de sign i s unique, bot h in pa ttern and colour. The tat too c amoufla ge s your skin (+50 to stalking and hiding) in a pa rticular environment (e.g. forrest), The tatoo c overs the whole body, but is invisible until its power is used. [15 points] Ta ttoo (of Hardine ss): As Tattoo of the w ild`s, e xc ept the tattoo toughens t he fl esh giving the w eare r an Armour Type of 3. [5 points] Ta ttoo (of Frie ndliness): As ta ttoo of the Wild`s, except the tattoo is in the styliz ed form of a c erta in animal (not beings). This protects the wea rer from any anima l of t hat type, but means tha t the wearer c annot ha rm such an anima l unless it truly threat ens a friend of the wea rer. [5 points] Ta ttoo (of Powe r): As Tattoo of the Wild`s, exce pt the tattoo double s the wea re r`s inherent powe r points. [30 points] Ta ttoo (of Toughness): As Tat too of the Wild`s, exce pt the t attoo increa ses the w eare r`s inhe rent hit points by 30. [15 poi nts] Ta ttoo (of Be ing): As Tat too of the Wilds, except the tat too gives you the a bili ty to c hange the shape of your body into one spec ific form (bird, mammal or pl ant subject to GM`s approva l). Any e quipme nt a nd clothing that you a re c urre ntly we aring when you c ha nge shape, changes with you. When you re sume your nat ural shape, your e quipment and clothe s return. It takes d10 minutes to transform. [30 points]

DRUGHÂN SPELL LISTS Drughân have six base spell lists; two of which can be exchanged for two Ranger base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 29-34). For a slightly higher development point cost, he may also develop Open and Closed Channelling spell lists. Full descriptions of these lists can be found in Spell Law (pages 9-28). Other spell lists may be developed, but will cost a larger number of development points. Animal Mastery: Calming, befriending, and affecting animals in various ways. Herb Mastery: Finding, preparing, and enhancing herbs (and herbal cures). Nature’s Lore: Gleaning information from the environment. Nature’s Movement/Senses: Enhancing abilities and senses of the Animist. Nature’s Protection: Resisting and protecting using the elements of nature. Plant Mastery: Growing, restoring, and affecting plants in various ways. PROFESSION BONUSES Athletic Group……………… +5 Power Awareness ………… +5 Awareness Group…………… +5 Power Manipulation ……… +5 Body Development ………… +5 Crafts ……………………… +5 Technical/Trade Group……… +5 Outdoor Group …………… +10 Spell Group………………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 5/5/5 Outdoor • Animal ………… 2/5 Armour • Light…………… 2/2/2 Outdoor • Environment…… 1/5 Armour • Medium ……… 3/3/3 Power Awareness ………… 3/6 Artistic • Active ……………2/5 Power Manipulation ………6/12 Artistic • Passive……………2/5 Power Point Develop.………… 8 Athletic • Brawn ……………3/7 Science • Basic …………… 2/5 Athletic • Endurance ………2/7 Science • Specialized………… 8 Athletic • Gymnastic ………3/7 Self Control………………… 2/7 Awareness • Perception … 4/14 Special Attacks …………… 3/9 Awareness • Searching………2/5 Special Defences…………… 30 Awareness • Senses…………3/6 Subterfuge • Attack………… 15

Body Development ……… 4/10 Combat Manoeuvres……… 4/10 Communications ………… 3/3/3 Crafts……………………… 4/10 Directed Spells……………… 20 Influence ……………………2/6 Lore • General ………………1/3 Lore • Magical………………3/6 Lore • Obscure………………3/7 Lore • Technical ……………2/6 Martial Arts • Strikes ……… 6 Martial Arts • Sweeps ……… 6

Subterfuge • Stealth………… 2/6 Subterfuge • Mechanics……… 7 Technical • General………… 3/7 Technical • Professional……… 8 Technical • Vocational…… 5/12 Urban………………………… 4 Weapon • Category 1……… 2/7 Weapon • Category 2……… 3/9 Weapon • Category 3………… 4 Weapon • Category 4………… 4 Weapon • Category 5………… 4 Weapon • Category 6………… 6 Weapon • Category 7………… 6

The we apon ca tegories are: 1-H Conc ussion, 1-H Edged, 2-Handed, Missile, Missile Arti llery, Pole Arms, a nd Throw n. The player should assign one of the ca tegories to each of the w eapon categories above.

Everyman Skills: Fauna Lore, Disease Lore, Flora Lore, Poison Lore, Sculpture. Occupational Skills: First Aid, Herb Lore. Restricted Skills: None.

SPELL DEVELOPMENT N.B. Spell lists can on ly b e learn t to 10 th level during character creation. OWN REALM: Base lis t own (all) …………… 6/6/6 Training packag e list………… 6/6/6 Open list (1 -5)…………………… 8/8 Closed list (1-5)……………… 10/10 Open list (6 -10 )……………… 8/8 Closed list (6-10) ……………… 12 Open list (11-15)………………… 12 Closed list (11-15)……………… 25 Open list (1 6-2 0)………………… 18 Closed list (16-20)……………… 40 Open list (2 1+) ………………… 25 Closed list (21+) ……………… 60 OTHER REALM: Training package lis t………… 12/12 Open list (1 -5)…………………… 30 Closed list (1-5)………………… 45 Open list (6 -10 )………………… 60 Closed list (6-10) ……………… 60 Open list (11-15)………………… 80 Closed list (11-15)……………… 80 Open list (1 6-2 0)……………… 100 Closed list (16-20)……………… 1 00 Open list (2 1+) ……………… 120 Closed list (2 1+) ……………… 1 20 First 5 lists deve loped i n a given level:................................................................... x1 cost 6th - 10th lists developed in a given le vel :.............................................................. x2 cost 11th - up li sts deve loped in a give n level: ............................................................... x4 cost For spell lists not shown, see the Spell List DP Cost Table T-2.4.

TRAINING PACKAGES Adventurer…………………… Amateur Mage ……………… Anamartar …………………… Animal Handler……………… Animal Friend………………… Apoth ecary (MERP) ………… Architect……………………… Astronomer…………………… Beastmaster…………………… Bu rglar ……………………… City Guard…………………… Cloistered Academic………… Co n Man……………………… Crafter………………………… Cu t Pu rs e……………………… Dwarven Berserker…………… Estehildi……………………… Explorer……………………… Faradrim Aran………………… Faradrim Forod ……………… Farmer………………………… Fortune Teller………………… Healer………………………… Healer (Orc) ………………… Herbalist……………………… Hermit………………………… Hunter………………………… Innkeeper ……………………

36 34 49 18 29 31 18 29 41 32 24 28 24 24 30 43 41 33 61 54 29 24 21 27 20 31 32 30

Kings Corps… ………………… Labourer…… ………………… Loremas ter… ………………… Magic Crafter………………… Ro yal Navy (Marine)………… Mercenary … ………………… Merchant…… ………………… Midwife …… ………………… Noble ……… ………………… Performer…… ………………… Sailor ……… ………………… Sage………… ………………… Scout ……… ………………… Scribe ……… ………………… Shaman Priest (MERP) ……… Silli Niennava………………… Skuiftlaik a … ………………… Soldier……… ………………… Spy ………… ………………… Surgeon …… ………………… Territorial Corps……………… T. Corps (Reservists) ………… Tracker……… ………………… Traveller…… ………………… Wanderer…… ………………… Weapo n Master ……………… Wolfrider…… ………………… Zealot……… …………………

121

49 15 24 30 46 40 24 18 27 29 20 50 24 31 33 39 42 26 31 27 29 21 47 14 30 49 41 28

KEKHAVRA Kekhavra are hybrid spell-users who combine the realms of Mentalism and Channelling. The Kekhavrathí are the spiritual leaders of their clans. Each clan has a single Kekhavra who is assisted by several younger clanswomen. The Kekhavra specializes in healing and the use of herbs. Kekhavra worship Kondrí Odhí. Prime Stats: Intuition, Presence and Self Discipline Special: This profession is only available to female members of the Variag Culture.

KEKHAVRA SPELL LISTS The Kekhavra has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages ). For a slightly higher development point cost, he may also develop Open and Closed Channelling spell lists (see Spell Law pages 9-28) and open and Closed Mentalism spell lists (see Spell Law pages ). Other spell lists may be developed, but will cost a larger number of development points. Blood Law: Healing bleeding wounds. Bone Law: Healing a variety of bone damage. Concussion’s Ways: Healing minor damage (including concussion hits). Muscle Law: Healing muscle damage, Herb Law: Enhancing herbs. Communal Ways: Diving information. PROFESSION BONUSES Awareness Group…………… +5 Power Manipulation ……… +5 Lore • Magical……………… +5 Power Point Dev…………… +5 Outdoor Group…………… +20 Spell Group………………… +5 Power Awareness…………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy …………… 11 Outdoor • Animal ………… 1/2 Armour • Light…………… 2/2/2 Outdoor • Environment…… 1/2 Armour • Medium ………… 10 Power Awareness ………… 2/6 Artistic • Active ……………2/5 Power Manipulation ………4/10 Artistic • Passive……………2/5 Power Point Develop………… 4 Athletic • Brawn…………… 4 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized………6/14 Athletic • Gymnastic ……… 3 Self Control…………………… 5 Awareness • Perception …… 6 Special Attacks …………… 10 Awareness • Searching………1/5 Special Defences…………… 30 Awareness • Senses…………3/7 Subterfuge • Attack………… 10 Body Development………… 8 Subterfuge • Stealth ………… 3 Combat Manoeuvres ……… 10 Subterfuge • Mechanics……… 8 Communications………… 2/2/2 Technical • General………… 3/7 Crafts …………………… 4/10 Technical • Professional……… 8 Directed Spells……………… 3 Technical • Vocational ……5/12 Influence……………………2/6 Urban………………………… 4 Lore • General………………1/3 Weapon • Category 1………… 6 Lore • Magical………………2/5 Weapon • Category 2………… 7 Lore • Obscure………………3/7 Weapon • Category 3………… 9 Lore •‘Technical ……………2/6 Weapon • Category 4………… 9 Martial Arts • Strikes ……… 6 Weapon • Category 5………… 9 Martial Arts • Sweeps……… 6 Weapon • Category 6……… 20 Weapon • Category 7……… 20 The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtillery, Pole Arms, and Thrown.

Everyman Skills: Time Sense, Meditation, Religion, Divination Occupational Skills: Herb Lore Restricted Skills: none

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation.

122

OWN REALM: Base list (all) …………… 3/3/3 Open list (1-10) ………… 4/4/4 Open list (11-15)………… 6/6/6 Open list (16-20)………… 8/8 Open list (21+)……………… 12 Training Package list (all)… 4/4/4 OTHER REALM: Base list (1-5) ……………… 60 Base list (6-10)……………… 80 Base list (11-15) ………… 100 Base list (16-20) ………… 120 Base list (21+)…………… 140 Closed list (1-5) …………… 25 Closed list (6-10)…………… 40 Closed list (11-15) ………… 60 Closed list (16-20) ………… 80 Closed list (21+) ………… 100

Closed list (1-5)………… 4/4/4 Closed list (6-10) ……… 6/6/6 Closed list (11-15)………… 8/8 Closed list (16-20)……… 10/10 Closed list (21+)…………… 25

Training Package list (all)… Open list (1-5) …………… Open list (6-10)…………… Open list (11-15) ………… Open list (16-20) ………… Open list (21+) ……………

8/8 12 25 40 60 80

First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ........................................................... x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING PACKAGES Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Apothecary (MERP)……… Architect ………………… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer ………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalist ………………… Hermit …………………… Hunter …………………… Innkeeper…………………

41 28 47 11 27 31 11 25 32 36 32 24 24 24 33 56 41 36 64 61 29 18 21 27 20 38 33 30

Kings Corps……………… Labourer ………………… Loremaster ……………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Skuiftlaika………………… Soldier…………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists) ……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

59 20 22 28 55 49 21 18 27 27 22 39 22 31 28 36 53 36 33 26 41 29 45 13 28 60 53 30

ASTROLOGER Astrologers are Hybrid spell users who combine the realms of Channelling and mentalism. They have concentrated on spells which pertain to gathering information, and concentrate on observing the movements of the celestial bodies. Their spells deal with detection, communing, precognition, and communication, and many are only (fully) usable under the light of the stars. Prime Stats: Self Discipline, Intuition, Presence

ASTROLOGER SPELL LISTS The Astrologer has six base lists. The full descriptions of all the spells on these lists can be found in Mentalism Companion (pages 127-132). For a slightly higher development point cost, he may also develop Open and Closed Chanelling spell lists. Full descriptions of these Lists can be found in Spell Law (pages ??). And Open and Closed mentalism spell lists. Full descriptions of these Lists can be found in Spell Law (pages ??). Other spell lists may be developed, but will cost a higher number of development points. Far Voice: Mental communication and voice projection. Holy Vision: Knowledge through communing with deities and dreams. Starlights: Light manipulation and light-based attacks. Starlore: Assists with casting and interpreting horoscopes. Starsense: Mental detections and modifications of the caster’s senses. Way of the Voice: Communication, influencing, and control spells. PROFESSION BONUSES Awareness Group………… +10 Power Point Dev. ………… Lore • General……………… +5 Outdoor Environmental…… Lore • Magical……………… +5 Self Control………………… Power Awareness…………… +5 Spell Group………………… Power Manipulation………… +5

+5 +5 +5 +5

SKILLS AND SKILL CATEGORIES Amour • Heavy ………… 7/7/7 Outdoor • Animal …………… 3 Armour • Light ………… 4/4/4 Outdoor • Environment…… 2/5 Armour • Medium ……… 6/6/6 Power Awareness ………… 2/6 Artistic • Active ………… 2/5 Power Manipulation …… 4/10 Artistic • Passive………… 2/5 Power Point Dev. …………… 6 Athletic • Brawn …………… 7 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized…… 6/14 Athletic • Gymnastic ……… 3 Self Control ………………… 5 Awareness • Perception …… 3 Special Attacks …………… 15 Awareness • Searching ……2/6 Special Defences ………… 18 Awareness • Senses…………2/5 Subterfuge • Attack ……… 15 Body Development ………… 15 Subterfuge • Stealth ………… 6 Combat Manoeuvres ……… 18 Subterfuge • Mechanics……… 7 Communications………… 1/1/1 Technicalÿ• General ……… 3/7 Crafts …………………… 4/10 Technical • Professional …… 8 Directed Spells …………… 3 Technical • Vocational … 5/12 Influence……………………2/4 Urban………………………… 3 Lore • General………………1/3 Weapon • Category 1………… 9 Lore • Magical………………2/5 Weapon • Category 2……… 20 Lore • Obscure………………2/7 Weapon • Category 3……… 20 Lore • Technical ………… 2/6 Weapon • Category 4……… 20 Martial Arts • Strikes ……… 6 Weapon • Category 5……… 20 Martial Arts • Sweeps ……… 6 Weapon • Category 6……… 20 Weapon • Category 7……… 20

N.B. Spell lists can only be learnt to 10th level during character creation. OWN REALM: Base list (all) ………… 3/3/3 Closed list (1-5)………… 4/4/4 Open list (1-10) ……… 4/4/4 Closed list (6-10) ……… 6/6/6 Open list (11-15)……… 6/6/6 Closed list (11-15)………… 8/8 Open list (16-20)………… 8/8 Closed list (16-20)……… 10/10 Open list (21+)……………… 12 Closed list (21+)…………… 25 Training Package list (all)… 4/4/4 OTHER REALM: Base list (1-5) ……………… 60 Base list (6-10)……………… 80 Base list (11-15) ………… 100 Base list (16-20) ………… 120 Base list (21+)…………… 140 Training Package list (all)… 8/8 Closed list (1-5) …………… 25 Open list (1-5) …………… 12 Closed list (6-10)…………… 40 Open list (6-10) …………… 25 Closed list (11-15) ………… 60 Open list (11-15) ………… 40 Closed list (16-20) ………… 80 Open list (16-20) ………… 60 Closed list (21+) ………… 100 Open list (21+) …………… 80 First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ............................................................ x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING Adventurer ……………… 44 PACKAGES Kings Corps……………… Amateur Mage…………… 28 Labourer ………………… Anamartar………………… 40 Loremaster ………………… Animal Handler ………… 23 Magic Crafter …………… Animal Friend …………… 37 Royal Navy (Marine) …… Apothecary (MERP)……… 31 Mercenary………………… Architect ………………… 25 Merchant ………………… Astronomer ……………… 26 Midwife…………………… Beastmaster……………… 43 Noble……………………… Burglar…………………… 37 Performer………………… City Guard ………………… 39 Sailor……………………… Cloistered Academic……… 22 Sage……………………… Con Man ………………… 28 Scout……………………… Crafter …………………… 24 Scribe……………………… Cut Purse………………… 37 Shaman Priest (MERP)…… Dwarven Berserker……… 59 Silli Niennava …………… Estehildi ………………… 41 Skuiftlaika………………… Explorer…………………… 39 Soldier…………………… Faradrim Aran …………… 72 Spy………………………… Faradrim Forod…………… 70 Surgeon…………………… Farmer …………………… 40 Territorial Corps ………… Fortune Teller …………… 21 T. Corps (Reservists)……… Healer …………………… 21 Tracker…………………… Healer (Orc)……………… 27 Traveller ………………… Herbalist ………………… 24 Wanderer ………………… Hermit …………………… 41 Weapon Master…………… Hunter …………………… 45 Wolfrider ………………… Innkeeper………………… 29 Zealot………………………

64 28 21 28 61 55 18 18 27 23 23 38 32 29 31 36 54 47 38 26 53 43 51 18 29 73 59 30

The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtillery, Pole Arms, and Thrown.

Everyman Skills: Basic Math, Direction Sense, Divination, Divination Lore, Meditation, Time Sense. Occupational Skills: Astronomy, Star Gazing, Weather Watching. Restricted Skills: None.

SPELL DEVELOPMENT

123

SEER Seers are the information gathering specialists. Seers are Pure spell users of Mentalism who have concentrated on spells which gain information through the use of mental spells. Their spells deal with evoking the past, scrying the present and divining the future, and the control and modification of the senses of themselves and others. Prime Stats: Self Discipline, Presence

SEER SPELL LISTS The Seer has six base lists. The full descriptions of all the spells on these lists can be found in Mentalism Companion (pages 121126). For a slightly higher development point cost, he may also develop Open and Closed Mentalism spell lists. Full descriptions of these Lists can be found in Spell Law (pages 137-156). Other spell lists may be developed, but will cost a higher number of development points. Far Visions: Modifying the caster’s own senses. Future Visions: Precognition and divining the future. Mind Visions: mental detection, lie detection and mind probes. Past Visions: Evoking the past of persons, places and objects in visions. Vision Borrowing: Scrying and sharing the senses of others. Vision Guard: Defenses against evocation, scrying and divinations. PROFESSION BONUSES Awareness Group………… +15 Power Point Dev. ………… +5 Lore Group ……………… +10 Self Control………………… +5 Power Awareness…………… +5 Spell Group………………… +5 Power Manipulation………… +5 SKILLS AND SKILL CATEGORIES Amour • Heavy ………… 7/7/7 Outdoor • Animal …………… 3 Armour • Light ………… 4/4/4 Outdoor • Environment…… 3/7 Armour • Medium ……… 6/6/6 Power Awareness ………… 2/6 Artistic • Active ……………2/4 Power Manipulation …… 4/10 Artistic • Passive……………2/4 Power Point Dev. …………… 4 Athletic • Brawn…………… 5 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized…… 6/14 Athletic • Gymnastic ………3/9 Self Control ………………… 3 Awareness • Perception ……3/6 Special Attacks …………… 14 Awareness • Searching ……1/4 Special Defences ………… 18 Awareness • Senses…………2/4 Subterfuge • Attack ……… 15 Body Development………… 12 Subterfuge • Stealth ………… 6 Combat Manoeuvres ……… 14 Subterfuge • Mechanics……… 7 Communications………… 1/1/1 Technicalÿ• General ……… 3/7 Crafts …………………… 4/10 Technical • Professional …… 8 Directed Spells ……………2/7 Technical • Vocational … 5/12 Influence……………………2/6 Urban……………………… 3/5 Lore • General………………1/2 Weapon • Category 1………… 6 Lore • Magical………………1/5 Weapon • Category 2……… 15 Lore • Obscure………………2/5 Weapon • Category 3……… 20 Lore • Technical ……………2/4 Weapon • Category 4……… 20 Martial Arts • Strikes ……… 3 Weapon • Category 5……… 20 Martial Arts • Sweeps……… 3 Weapon • Category 6……… 20 Weapon • Category 7……… 20 The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtillery, Pole Arms, and Thrown.

Everyman Skills: Artifact Lore, History, Divination Lore, Lie Perception, Star Gazing, Time Sense. Occupational Skills: Divination, Meditation. Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM:

124

Base list (all) …………… 3/3/3 Open list (1-20) ………… 4/4/4 Open list (21+)…………… 6/6/6 Other Base Lists (1-5)………8/8 Other Base Lists (6-10) …10/10 Other Base Lists (11-15)…… 12 Other Base Lists (16-20)…… 25 Other Base Lists (21+)……… 40 OTHER REALM: Base list (1-5) ……………… 50 Base list (6-10)……………… 70 Base list (11-15) …………… 90 Base list (16-20) ………… 110 Base list (21+)…………… 130 Closed list (1-5) …………… 20 Closed list (6-10)…………… 25 Closed list (11-15) ………… 40 Closed list (16-20) ………… 60 Closed list (21+) …………… 80

Training Package list (all) 4/4/4 Closed list (1-20) ……… 4/4/4 Closed list (21+)…………… 8/8

Training Package list (all)… 8/8

Open list (1-5) ………… 10/10 Open list (6-10)…………… 12 Open list (11-15) ………… 25 Open list (16-20) ………… 40 Open list (21+) …………… 60

First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ........................................................... x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING PACKAGES Adventurer ……………… 40 Kings Corps……………… Amateur Mage…………… 27 Labourer ………………… Anamartar………………… 37 Loremaster ……………… Animal Handler ………… 23 Magic Crafter …………… Animal Friend …………… 37 Royal Navy (Marine) …… Apothecary (MERP)……… 31 Mercenary………………… Architect ………………… 25 Merchant ………………… Astronomer ……………… 28 Midwife…………………… Beastmaster……………… 45 Noble……………………… Burglar…………………… 34 Performer………………… City Guard ………………… 32 Sailor……………………… Cloistered Academic……… 21 Sage……………………… Con Man ………………… 28 Scout……………………… Crafter …………………… 24 Scribe……………………… Cut Purse………………… 37 Shaman Priest (MERP)…… Dwarven Berserker……… 55 Silli Niennava …………… Estehildi ………………… 41 Skuiftlaika………………… Explorer ………………… 36 Soldier…………………… Faradrim Aran …………… 70 Spy………………………… Faradrim Forod…………… 67 Surgeon…………………… Farmer …………………… 39 Territorial Corps ………… Fortune Teller …………… 17 T. Corps (Reservists) ……… Healer …………………… 21 Tracker…………………… Healer (Orc)……………… 27 Traveller ………………… Herbalist ………………… 27 Wanderer ………………… Hermit …………………… 41 Weapon Master…………… Hunter …………………… 43 Wolfrider ………………… Innkeeper………………… 29 Zealot………………………

61 25 18 28 58 52 18 18 27 23 24 36 30 27 31 40 51 42 37 26 49 37 50 18 31 70 56 28

LAY HEALER Lay Healers can aid the recuperative powers of others. Lay Healers are pure spell users of Mentalism who have concentrated on spells that heal people and animals. Their base spells deal with the specific healing of certain diseases and injuries: organs, blood, muscles, bones, and concussion bits. Prime Stats: Presence and Self Discipline

LAY HEALER SPELL LISTS The Lay Healer has five base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 157-162). For a slightly higher development point cost, he may also develop Open and Closed Mentalism spell lists. Full descriptions of these lists can be found in Spell Law (pages 137-156). Other spell lists may be developed, but will cost a larger number of development points Blood Mastery: Healing bleeding wounds. Bone Mastery: Healing a variety of types of bone damage. Concussion Mastery: Healing minor types of damage (including concussion hits). Muscle Mastery: Healing a variety of types of muscle damage (including damaged tendons). Nerve and Organ Mastery: Healing a variety of types of nerve damage (including paralysis). PROFESSION BONUSES Awareness Group…………… +5 Power Manipulation ……… +5 Body Development ……… +10 Power Point Dev…………… +5 Lore • Magical……………… +5 Self Control………………… +10 Power Awareness…………… +5 Spell Group………………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy ………… 5/5/5 Outdoor • Animal …………… 3 Armour • Light…………… 2/2/2 Outdoor • Environment……… 3 Armour • Medium ……… 4/4/4 Power Awareness ………… 2/6 Artistic • Active ……………2/5 Power Manipulation ………4/10 Artistic • Passive……………2/5 Power Point Develop………… 4 Athletic • Brawn …………… 6 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized………6/14 Athletic • Gymnastic ………3/9 Self Control…………………… 3 Awareness • Perception …… 5 Special Attacks …………… 12 Awareness • Searching……… 3 Special Defences…………… 18 Awareness • Senses…………3/7 Subterfuge • Attack………… 15 Body Development ………… 12 Subterfuge • Stealth ………… 6 Combat Manoeuvres………… 14 Subterfuge • Mechanics……… 8 Communications………… 2/2/2 Technical • General………… 3/7 Crafts……………………… 4/10 Technical • Professional……… 8 Directed Spells………………2/7 Technical • Vocational ……5/12 Influence……………………2/6 Urban………………………… 3 Lore • General………………1/3 Weapon • Category 1………… 6 Lore • Magical………………2/S Weapon • Category 2………… 8 Lore • Obscure………………3/7 Weapon • Category 3……… 15 Lore • Technical ……………2/6 Weapon • Category 4……… 20 Martial Arts • Strikes ……… 3 Weapon • Category 5……… 20 Martial Arts • Sweeps ……… 3 Weapon • Category 6……… 20 Weapon • Category 7……… 20

OWN REALM: Base list own (all) …… 3/3/3 Open list (1-20) ……… 4/4/4 Open list (21+)………… 6/6/6 Other Base Lists (1-5)………8/8 Other Base Lists (6-10)……10/10 Other Base Lists (11-15)…… 12 Other Base Lists (16-20)…… 25 Other Base Lists (21+)……… 40 OTHER REALM: Other Base Lists (1-5)……… 50 Other Base Lists (6-10)……… 70 Other Base Lists (11-15)…… 90 Other Base Lists (16-20)… 110 Other Base Lists (21+)…… 130 Closed list (1-5) …………… 20 Closed list (6-10)…………… 25 Closed list (11-15) ………… 40 Closed list (16-20) ………… 60 Closed list (21+) …………… 80

Training Package list (all) 4/4/4 Closed list (1-20) ……… 4/4/4 Closed list (21+)…………… 8/8

Training Package list (all)… 8/8 Open list (1-5) ………… 10/10 Open list (6-10) …………… 12 Open list (11-15) ………… 25 Open list (16-20) ………… 40 Open list (21+) …………… 60

First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ............................................................ x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING PACKAGES Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Architect ………………… Apothecary (MERP)……… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer…………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalist ………………… Hermit …………………… Hunter …………………… Innkeeper…………………

43 28 44 23 40 25 31 29 45 36 34 24 29 24 39 53 41 37 68 64 39 24 21 27 27 42 46 29

Kings Corps……………… Labourer ………………… Loremaster ………………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Soldier…………………… Skuiftlaika………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists)……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

57 25 22 28 55 52 21 18 28 27 24 39 35 29 31 40 39 51 42 26 45 29 52 20 34 65 54 30

The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile A rtillery, Pole Arms, and Thrown.

Everyman Skills: Time Sense, Animal Healing, Adrenal Stabilization, Use Prepared Herbs, and choice of one of Second Aid, Surgery, or Midwifery Occupational Skills: Sculpting, First Aid Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation.

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SORCERER Sorcerers are Hybrid spell users who combine the realms of Essence and Channelling, concentrating on spells of destruction. Their base spells deal with the specific destruction of animate and inanimate material. Prime Stats: Empathy, Intuition, and Self Discipline

SORCERER SPELL LISTS The Sorcerer has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 117-122). For a slightly higher development point cost, he may also develop Open and Closed Channelling spell lists (see Spell Law, pages 9-28) and the Open and Closed Essence spell lists (see Spell Law, pages 7392). Other spell lists may be developed, but will cost a larger number of development points. Flesh Destruction: Damaging various parts of the body. Fluid Destruction: Destroying and manipulating liquids in a variety of ways. Gas Destruction: Destroying and manipulating various types of gasses. Mind Destruction: Damaging various mental processes. Solid Destruction: Destroying and manipulating various types of solids. Soul Destruction: Damaging various aspects of the soul. PROFESSION BONUSES Directed Spells……………… +5 Power Manipulation ……… +15 Lore • Magical…………… +10 Power Point Dev…………… +5 Power Awareness………… +10 Spell group………………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy …………… 11 Outdoor • Animal …………… 3 Armour • Light……………… 9 Outdoor • Environment……… 3 Armour • Medium ………… 10 Power Awareness ………… 2/S Artistic • Active ……………2/5 Power Manipulation ………4/10 Artistic • Passive……………2/5 Power Point Develop………… 6 Athletic • Brawn…………… 7 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized………6/14 Athletic • Gymnastic ……… 3 Self Control…………………… 5 Awareness • Perception …… 6 Special Attacks …………… 15 Awareness • Searching……… 3 Special Defence…………… 30 Awareness • Senses…………3/7 Subterfuge • Attack………… 15 Body Development………… 15 Subterfuge • Stealth ………… 6 Combat Manoeuvres ……… 18 Subterfuge • Mechanics……… 7 Communications………… 2/2/2 Technical • General………… 317 Crafts …………………… 4/10 Technical • Professional……… 8 Directed Spells…………… 2/5 Technical • Vocational ……5/12 Influence……………………2/6 Urban………………………… 3 Lore • General………………1/3 Weapon • Category 1………… 9 Lore • Magical………………2/5 Weapon • Category 2……… 20 Lore • Obscure………………3/7 Weapon • Category 3……… 20 Lore • Technical ……………2/6 Weapon • Category 4……… 20 Martial Arts • Strikes ……… 9 Weapon • Category 5……… 20 Martial Arts • Sweeps……… 9 Weapon • Category 6……… 20 Weapon • Category 7……… 20 The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile a rtillery, Pole a rms, and thrown.

Everyman Skills: Time Sense, Spell Mastery, Meditation, Divination Occupational Skills: none Restricted Skills: none

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character creation. OWNREALM: Base list (all) …………… 3/3/3 Closed list (1-5)………… 4/4/4

126

Open list (1-10) ………… 4/4/4 Open list (11-15)………… 6/6/6 Open list (16-20)………… 8/8 Open list (21+)……………… 12 Other Base Lists (1-5)……10/10 Other Base Lists (6-10) …… 12 Other Base Lists (11-15)…… 25 Other Base Lists (16-20)…… 40 Other Base Lists (21+)……… 60 OTHER REALM: Base list (1-5) ……………… 60 Base list (6-10)……………… 80 Base list (11-15) ………… 100 Base list (16-20) ………… 120 Base list (21+)…………… 140 Closed list (1-5) …………… 25 Closed list (6-10)…………… 40 Closed list (11-15) ………… 60 Closed list (16-20) ………… 80 Closed list (21+) ………… 100

Closed list (6-10) ……… 6/6/6 Closed list (11-15)………… 8/8 Closed list (16-20)……… 10/10 Closed list (21+)…………… 25 Training Package list (all) 4/4/4

Training Package list (all)… Open list (1-5) …………… Open list (6-10)…………… Open list (11-15) ………… Open list (16-20) ………… Open list (21+) ……………

8/8 12 25 40 60 80

First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ........................................................... x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING PACKAGES

Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Apothecary (MERP)……… Architect ………………… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer ………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalist ………………… Hermit …………………… Hunter …………………… Innkeeper…………………

46 28 45 23 40 31 25 29 46 37 39 24 29 24 40 61 41 39 74 71 41 24 21 27 27 45 47 29

Kings Corps……………… Labourer ………………… Loremaster ……………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Skuiftlaika………………… Soldier…………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists) ……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

65 28 22 28 62 56 21 18 28 27 24 45 37 31 31 36 55 50 41 26 55 46 53 20 34 73 60 32

VRACARA Vracara are hybrid spell users who combine the realms of Mentalism and Channelling. They are priestesses of Tûmrakhí, Lord of Darkness. There are various sects representing different aspects of the Lord of Darkness. They all have the same skill costs but there base spell lists differ. The spell lists below are those received by priestesses of the Odchí sect. Prime Stats: Intuition, Presence and Self Discipline. Special: This profession is only available to female members of the Variag culture.

VRACARA SPELL LISTS The Vracara has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages ). For a slightly higher development point cost, he may also develop Open and Closed Channelling spell lists (see Spell Law pages 9-28) and Open and Closed Mentalism spell lists (see Spell law pages ). Other spell lists may be developed, but will cost more development points. Odchí sect Blood Law: Healing wounds. Bone Law: Healing bone damage. Muscle Law: Healing muscle damage. Nerve LAw: Healing nerve damage. Organ Law: Healing organ damage Dark Channels: Channelling power from a deity. PROFESSION BONUSES Awareness Group…………… +5 Power Manipulation ……… Influence…………………… +5 Power Point Dev…………… Lore’Magical ……………… +5 Spell Group………………… Outdoor Group……………… +5 Weapon Group …………… Power Awareness………… +10

+5 +5 +5 +5

SKILLS AND SKILL CATEGORIES Armour • Heavy …………… 11 Outdoor • Animal …………… 3 Armour • Light…………… 2/2/2 Outdoor • Environment…… 2/7 Armour • Medium ………… 10 Power • Awareness………… 2/5 Artistic • Active ……………2/5 Power • Manipulation………4/10 Artistic • Passive……………2/5 Power Point Develop………… 4 Athletic • Brawn …………… 5 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized………6/14 Athletic • Gymnastic ……… 3 Self Control…………………… 5 Awareness • Perception …… 6 Special Attacks …………… 10 Awareness • Searching………2/6 Special Defences…………… 30 Awareness • Senses…………3/7 Subterfuge • Attack………… 15 Body Development ………… 10 Subterfuge• Stealth ………… 5 Combat Manoeuvres………… 10 Subterfuge • Mechanics……… 7 Communications………… 2/2/2 Technical • General………… 3/7 Crafts……………………… 4/10 Technical • Professional……… 8 Directed Spells……………… 3 Technical • Vocational ……5/12 Influence……………………2/4 Urban………………………… 3 Lore • General………………1/3 Weapon • Category 1………… 6 Lore • Magical………………2/4 Weapon • Category 2………… 7 Lore • Obscure………………3/7 Weapon • Category 3………… 9 Lore • Technical ……………2/6 Weapon • Category 4………… 9 Martial Arts • Strikes ……… 6 Weapon • Category 5………… 9 Martial Arts • Sweep ……… 6 Weapon • Category 6……… 20 Weapon • Category 7……… 20

creation. OWN REALM: Base list (all) ………… 3/3/3 Open list (1-10) ……… 4/4/4 Open list (11-15)……… 6/6/6 Open list (16-20)………… 8/8 Open list (21+)……………… 12 Other Base Lists (1-5)……10/10 Other Base Lists (6-10)……… 12 Other Base Lists (11-15)…… 25 Other Base Lists (16-20)…… 40 Other Base Lists (21+)……… 60 OTHER REALM: Base list (1-5) ……………… 60 Base list (6-10)……………… 80 Base list (11-15) ………… 100 Base list (16-20) ………… 120 Base list (21+)…………… 140 Closed list (1-5) …………… 25 Closed list (6-10)…………… 40 Closed list (11-15) ………… 60 Closed list (16-20) ………… 80 Closed list (21+) ………… 100

Closed list (1-5)………… 4/4/4 Closed list (6-10) ……… 6/6/6 Closed list (11-15)………… 8/8 Closed list (16-20)……… 10/10 Closed list (21+)…………… 25 Training Package list (all) 4/4/4

Training Package list (all)… Open list (1-5) …………… Open list (6-10) …………… Open list (11-15) ………… Open list (16-20) ………… Open list (21+) ……………

8/8 12 25 40 60 80

First 5 lists deve loped i n a given level: ................................................................. x1 cost 6th - 10th lists developed in a given le vel : ............................................................ x2 cost 11th - up li sts deve loped in a give n level: ............................................................. x4 cost

TRAINING PACKAGES Adventurer ……………… Amateur Mage…………… Anamartar………………… Animal Handler ………… Animal Friend …………… Apothecary (MERP)……… Architect ………………… Astronomer ……………… Beastmaster……………… Burglar…………………… City Guard ………………… Cloistered Academic……… Con Man ………………… Crafter …………………… Cut Purse………………… Dwarven Berserker……… Estehildi ………………… Explorer…………………… Faradrim Aran …………… Faradrim Forod…………… Farmer …………………… Fortune Teller …………… Healer …………………… Healer (Orc)……………… Herbalist ………………… Hermit …………………… Hunter …………………… Innkeeper…………………

43 28 47 23 36 31 23 27 42 34 32 24 27 24 37 57 41 37 67 62 36 21 21 27 24 41 41 29

Kings Corps……………… Labourer ………………… Loremaster ………………… Magic Crafter …………… Royal Navy (Marine) …… Mercenary………………… Merchant ………………… Midwife…………………… Noble……………………… Performer………………… Sailor……………………… Sage……………………… Scout……………………… Scribe……………………… Shaman Priest (MERP)…… Silli Niennava …………… Skuiftlaika………………… Soldier…………………… Spy………………………… Surgeon…………………… Territorial Corps ………… T. Corps (Reservists)……… Tracker…………………… Traveller ………………… Wanderer ………………… Weapon Master…………… Wolfrider ………………… Zealot………………………

The w eapon ca tegorie s are: 1-Concussion, 1-H Edged, 2-H ande d, Mi ssi le, Missile A rtillery, Pole Arms, and Thrown.

Everyman Skills: Time Sense, Meditation Occupational Skills: Religion, Divination Restricted Skills: None

SPELL DEVELOPMENT N.B. Spell lists can only be learnt to 10th level during character

127

59 23 22 28 56 50 21 18 28 27 23 39 30 31 31 36 53 37 38 26 43 29 50 18 31 60 55 30

WEGECH Wegech are hybrid spell users who combine the realms of Channelling and Essence. They are the shamans of the Hilmen and their spells deal with combating the powers of Light and Darkness by allying themselves with the less hostile spirits of nature and the ghosts of their ancesters. Prime Stats: Empathy, Intuition, and Self Discipline. Special: This profession is only available to female members of the Hillmen culture. Virtually all magic cast by a Wegech is less elegant than that used in the Westlands (2-3x the standard casting preparation). Most involves the use of votive tools: a wooden altar for major healing and prophesying, a graven antler and elk-liver face paint for exorcising evil enchantments, painted hide body-wraps for drawing poison and infections. If given time (10x normal preparation) and the necessary votive trappings, a wegech can achieve spiritual healing as a character of double her level.

WEGECH SPELL LISTS The Wegech has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages ???-???). For a slightly higher development point cost, he may also develop Open and Closed Channelling spell lists (see Spell Law, pages 9-28) and the Open and Closed Essence spell lists (see Spell Law, pages 7392). Other spell lists may be developed, but will cost a larger number of development points. Channels: Channeling direct power from a deity for attacks. Communal Ways: Diving Information. Protections: Providing protections from a variety of different types of hostile forces. Exorcisms: Repelling undead and banishing demons. Symbolic Ways: Placing spells onto stone. Gate Mastery: Summoning Creatures. PROFESSION BONUSES Directed Spells……………… +5 Power Manipulation ……… +15 Lore • Magical…………… +10 Power Point Dev…………… +5 Power Awareness………… +10 Spell group………………… +5 SKILLS AND SKILL CATEGORIES Armour • Heavy …………… 11 Outdoor • Animal …………… 3 Armour • Light…………… 4/4/4 Outdoor • Environment…… 2/6 Armour • Medium ………… 10 Power Awareness ………… 1/4 Artistic • Active ……………2/5 Power Manipulation ……… 3/9 Artistic • Passive……………2/5 Power Point Develop………… 6 Athletic • Brawn…………… 5 Science • Basic …………… 1/4 Athletic • Endurance ……… 3 Science • Specialized………6/14 Athletic • Gymnastic ……… 3 Self Control…………………… 5 Awareness • Perception …… 6 Special Attacks …………… 15 Awareness • Searching………3/7 Special Defence…………… 30 Awareness • Senses…………3/7 Subterfuge • Attack………… 15 Body Development……… 4/12 Subterfuge • Stealth ………… 6 Combat Manoeuvres ……… 18 Subterfuge • Mechanics……… 7 Communications………… 2/2/2 Technical • General………… 3/7 Crafts …………………… 4/10 Technical • Professional……… 8 Directed Spells…………… 2/5 Technical • Vocational ……5/12 Influence……………………1/5 Urban………………………… 4 Lore • General………………1/3 Weapon • Category 1………… 6 Lore • Magical………………2/4 Weapon • Category 2………… 7 Lore • Obscure………………3/7 Weapon • Category 3………… 9 Lore • Technical ……………2/6 Weapon • Category 4……… 12 Martial Arts • Strikes ……… 9 Weapon • Category 5……… 12 Martial Arts • Sweeps……… 9 Weapon • Category 6……… 20 Weapon • Category 7……… 20 The wea pon cate gorie s are: 1-H Concussion, 1-H Edged, 2-H anded, Mi ssile , Missile a rtillery, Pole a rms, and thrown.

Everyman Skills: Time Sense, Spell Mastery, Meditation, Divination

128

Occupational Skills: none Restricted Skills: none

SPELL DEVELOPMENT N.B. Base Spell lists can only be learnt to 8th level and all other lists can only be learnt to 5th level during character creation. OWN REALM: Base list (all)……………… 3/3/3 Closed list (1-5)………… 4/4/4 Open list (1-10)…………… 4/4/4 Closed list (6-10) ………… 6/6/6 Open list (11-15)………… 6/6/6 Closed list (11-15)………… 8/8 Open list (16-20)………… 8/8 Closed list (16-20)……… 10/10 Open list (21+)……………… 12 Closed list (21+)…………… 25 Other Base Lists (1-5)……10/10 Training Package list (all) 4/4/4 Other Base Lists (6-10) …… 12 Other Base Lists (11-15)…… 25 Other Base Lists (16-20)…… 40 Other Base Lists (21+)……… 60 OTHER REALM: Base list (1-5) ……………… 60 Base list (6-10)……………… 80 Base list (11-15) ………… 100 Base list (16-20) ………… 120 Base list (21+)…………… 140 Training Package list (all)… 8/8 Closed list (1-5) …………… 25 Open list (1-5)……………… 12 Closed list (6-10)…………… 40 Open list (6-10)…………… 25 Closed list (11-15) ………… 60 Open list (11-15)…………… 40 Closed list (16-20) ………… 80 Open list (16-20)…………… 60 Closed list (21+) ………… 100 Open list (21+) …………… 80 First 5 lists deve loped i n a given level:.................................................................. x1 cost 6th - 10th lists developed in a given le vel :............................................................ x2 cost 11th - up li sts deve loped in a give n level:.............................................................. x4 cost

TRAINING PACKAGES Adventurer ……………… 41 Kings Corps……………… Amateur Mage…………… 27 Labourer ………………… Anamartar………………… 47 Loremaster ……………… Animal Handler ………… 23 Magic Crafter …………… Animal Friend …………… 39 Royal Navy (Marine) …… Apothecary (MERP)……… 31 Mercenary………………… Architect ………………… 25 Merchant ………………… Astronomer ……………… 27 Midwife…………………… Beastmaster……………… 46 Noble……………………… Burglar…………………… 34 Performer………………… City Guard ………………… 32 Sailor……………………… Cloistered Academic……… 24 Sage……………………… Con Man ………………… 28 Scout……………………… Crafter …………………… 24 Scribe……………………… Cut Purse………………… 41 Shaman Priest (MERP)…… Dwarven Berserker……… 55 Silli Niennava …………… Estehildi ………………… 41 Skuiftlaika………………… Explorer ………………… 37 Soldier…………………… Faradrim Aran …………… 67 Spy………………………… Faradrim Forod…………… 62 Surgeon…………………… Farmer …………………… 33 Territorial Corps ………… Fortune Teller …………… 21 T. Corps (Reservists) ……… Healer …………………… 21 Tracker…………………… Healer (Orc)……………… 27 Traveller ………………… Herbalist ………………… 24 Wanderer ………………… Hermit …………………… 40 Weapon Master…………… Hunter …………………… 45 Wolfrider ………………… Innkeeper………………… 25 Zealot………………………

58 17 22 27 55 51 21 18 26 25 23 45 33 31 29 36 55 36 40 26 41 30 51 19 32 61 55 27

129

GENERATING STATS Now you must generate the stats which determine your character’s mental and physical prowess. You must generate two sets of stats for your character: his temporary stats and his potential stats. Each stat has a value between 01 and 101. Temporary stats are used to determine your characters capabilities, while potential stats represent the limits to which your temporary stats may increase during play.

TEMPORARY STATS You have 600+10d10 points to assign to your 10 temporary stats. Each “prime stat” must be assigned at least 90 points and each other stat must be assigned at least 20 points. PLAYER OPTION: you can choose to assign stats as you wish. If 90 or fewer points are assigned to a stat, the stat’s value is equal to the number of points assigned. If more than 90 points are assigned to a stat, the stat’s value is determined by referring to the Stat Assignment Table T-1.2. Remember, the higher the stat the more capable the character will be when performing an action using that particular stat. Player Option: Assign 660 points instead of 600+10d10 points. This option must be chosen before the 10d10 roll is made. STAT ASSIGNMENT TABLE T-1.2 Stat........................................................Value Points..............................................Assigned 100.........................................................190+ 99..................................................... 171-189 98..................................................... 154-170 97..................................................... 139-153 96..................................................... 126-138 95..................................................... 115-125 94..................................................... 106-114 93....................................................... 99-105 92......................................................... 94-98 91......................................................... 91-93 20-90.................................................... 20-90

Note: The minimum points required for a stat above 90 are equal to 90+[stat value-90]².

POTENTIAL STATS To determine each of your character’s potential stats, take the corresponding temporary stat and increase it by the roll indicated in the Potential Stat TableT-1.3. A starting potential stat will be at least as high as it’s temporary stat. So, if a roll for a potential stat gives a result that is less than its corresponding temporary stat, the potential stat is instead equal to the temporary stat. Player Option: Add a fixed modification (from the column marked on the Potential Stat Table T-1.3.) to each temporary stat to obtain the corresponding potential stat. If this option is used no rolls are made to determine potentials. P OTE NTIAL STAT TABLE T-1.3 Tempora ry............................................. Potential Stat...........................................................Stat 20-24............................................... 20+8d10 25-34............................................... 30+7d10 35-44............................................... 40+6d10 45-54............................................... 50+5d10 55-64............................................... 60+4d10 65-74............................................. 70+3d10* 75-84............................................. 80+2d10* 85-91............................................... 90+1d10 92...................................................... 91+1d9 93...................................................... 92+1d8 94...................................................... 93+1d7 95...................................................... 94+1d6 96...................................................... 95+1d5

130

Fixed Mod † +44 +39 +33 +28 +22 +17 +11 +6 +5 +4 +4 +3 +3

97...................................................... 98...................................................... 99...................................................... 100....................................................

96+1d4 97+1d3 98+1d2 99+1d2

+2 +2 +1 +1

Note: See Section 1.4 (RMSS) for guidelines for making 1d2 through 1d9 die rolls. * - A starting potential stat will be at least as high as its temporary stat. So, if a roll for a potential stat gives a result that is less than its corresponding temporary stat, the potential stat is instead equal to the temporary stat. † - These modifications are only used if the fixed modification option is used for all stats.

STAT BONUSES For each temporary stat, look up the corresponding “basic stat bonus” from the Basic Stat Bonus Table T-2.1. Record these values in the appropriate spaces in the stats section of your Character Record Sheets. For a given stat, the “stat bonus” used in the RMSS is the sum of the characters basic stat bonus, the characters racial stat bonus, and any special stat bonus the character may have. BASIC STAT BONUS TABLE T-2.1 Ba si c........................................................ St at Stat.......................................................Bonus 102+........................................................... 14 101............................................................. 12 100............................................................. 10 98-99............................................................9 96-97............................................................8 94-95............................................................7 92-93............................................................6 90-91............................................................5 85-89............................................................4 80-84............................................................3 75-79............................................................2 70-74............................................................1 31-69............................................................0 26-30...........................................................-1 21-25...........................................................-2 16-20...........................................................-3 11-15...........................................................-4 10................................................................-5 08-09...........................................................-6 06-07...........................................................-7 04-05...........................................................-8 02-03...........................................................-9 01..............................................................-10

ADOLESCENT SKILL DEVELOPMENT During the early years of your life (i.e., his adolescence), your character will develop skills and skill categories, based on his cultural background. Each skill and skill category that is developed will increase its rank by a fixed number of ranks. The exact number of ranks can be found on the adolescent rank table given with each race/culture. On your character record sheet, you should record each of your character’s skills and skill catergories that receive adolescence ranks.

the allowed languages listed for your character’s culture. The maximum number of ranks that may be developed during adolescence is also provided for each language. Remember, spoken and written skills for each language must be developed seperately.

HOBBY RANKS The Adolescence Rank Table for your race/culture indicates a number of hobby ranks. These hobby ranks may be used to increase the ranks of any combination of skill and/or skill categories. However, the following restrictions apply: • No skill or skill category may be increased by more ranks than the maximum ranks that normally may be developed when advancing a level. • The skill or skill rank developed must have a development point cost of less than 40.

TALENTS AND FLAWS Your character receives a number of talent points during adolescence as indicated in the Adolescence Rank Table. The use of talent points is detailed in the next section. STARTING LANGUAGES Your character starts out with a number of language skill ranks as indicated in the appropriate culture description. ADDITIONAL LANGUAGE SKILL RANKS Your character receives a number of additional language skill ranks during adolescence. Each of these ranks may be allocated to

Arider approaches Minas Anor

131

BACKGROUND OPTIONS Each culture gives a number of Talent Points to spend. These points can be spent on the available Background Options, listed in the Cultural Descriptions. Your character can also increase the number of talent points he has to spend by taking flaws, which decrease the cost of talents. Note: Some bac kground options may be restric te d as shown in the desc ription of y our culture.

A character can buy as many talents as they want within the restrictions of each category. A character can take no more than four flaws. A full description of all the background options can be found on the following pages. Every talent, as well as flaw, should have some form of history with it. The story should explain how/why the character gained the talent/flaw. Combining this with the culture descriptions will help you develop a back story for your character, PHY SICAL FLAWS No more than 4 fla ws in total. work out his motivation, drives, ambitions and Roll Flaw ultimately his personality.

Roll 5-6 7-9 10-11 12-13 14-16 17-18 19-20 21-22 23-24 25-26 29-31 32-33 34 35-36 37-38 39-40 46-49 50-51 52-53 54-55 56-58 59-60 61-62 63-65 66-67 68-69 70-71 72-73 74-75 76-78 79-80 81-82 83-84 85-87 88-89 90 91-93 94-96 99-100

132

SPECIAL FLAWS No more than 4 fla ws in total. Flaw Point Cost Dark Temptation......................................-10 Dependent (lesser).....................................-5 Dependent (minor)...................................-10 Dependent. (major)..................................-15 Duty (minor)..............................................-5 Duty (major).............................................-10 Duty (gre ater)...........................................-15 Friendsla yer..............................................-10 Lack of Scope ..........................................-10 Lack of Time ............................................-20 Magic A llergy (minor).............................-10 Magic A llergy (ma jor).............................-20 Magic A llergy (greater)...........................-40 Magically Susce ptible .............................-15 Magically Vulnerable...............................-10 Magic Bane ..............................................-20 Poor Control..............................................- 7 Powe r Blind..............................................-10 Powe r Dra in.............................................-20 Powe r Lea kage.........................................-20 Re pulsive H abit (lesser)............................-5 Re pulsive H abit (minor)..........................-10 Re pulsive H abit (maj or)..........................-15 Rival/NPC (minor).....................................-5 Rival/NPC (major)...................................-10 Rival/NPC (greater).................................-20 Rival/PC (minor).....................................-10 Rival/PC (major).....................................- 15 Rival/PC (gre ater)....................................-25 Secre t (lesser).............................................-5 Secre t (minor).........................................- 10 Secre t (major)...........................................-15 Secre t Identit y..........................................-10 St at Pena lty (minor).................................-10 St at Pena lty (major).................................-20 St at Pena lty (greater)...............................-30 Te rrible Luc k............................................-10 The Slain..................................................-20 Unlucky....................................................-10 Unmagical .....................................................

1-2 3-4 8-10 11 12 13-14 15-16 17-18 19 20 21 22 23 24 25-26 27 30-31 32-33 34-35 36 37-38 39 40-41 42 43 4. 46 47 48 49-50 51 52 53 54-55 56-57 58 59-60 61-62 63-65 66-67 68 69 70-71 72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-91 92-93 94 95 96 97 98-00

Poi nt cost Age........................................................... -10 Albino.....................................................- 10 Anosmia ..................................................... -3 Blind......................................................... -50 Breaker..................................................... -20 Cold Se nsitive.......................................... -10 Colour Blind.............................................. -5 Common Allergy (minor).......................- 10 Common Allergy (major).......................- 15 Complete Klutz........................................ -20 Crippled (minor)...................................... -10 Crippled (major)...................................... -20 Crippled (grea ter).................................... -30 Deaf.......................................................... -20 Deep Sleeper...........................................- 10 Epilept ic................................................... -30 Fragile Wrists............................................. -5 Hard of Hearing....................................... -10 Heat Sensitive.......................................... -10 Haemophilia............................................. -20 Inner Ear Proble m..................................... -5 Lack of Range.......................................... -20 Locking Wrists ........................................ -10 Loss of Visi on.......................................... -15 Mute......................................................... -25 Nose Bleeds............................................. -10 Not Graceful............................................ -20 Not Subt le................................................ -15 Off Bala nce.............................................. -20 One Arm (minor)..................................... -15 One Arm (major)..................................... -20 One Eye.................................................... -15 Pain Intolerant ......................................... -15 Physical Investment .................................. -7 Poor Eyesight (minor)............................. -10 Poor Eyesight (maj or)............................. -20 Powe r Bum.............................................. -10 Ra in Trauma .............................................. -5 Short of Brea th (minor)............................. -5 Short. of Breat h (major).......................... -10 Short of Brea th (greater)......................... -15 Sloth......................................................... -20 Slow ........................................................... -7 Slow He aler............................................. -15 Spasm....................................................... -10 St utter....................................................... -10 Te nder Skin.............................................. -10 Tired Legs.................................................. -7 uncommon A llergy.................................... -5 uncontrolla ble Strength........................... -10 Unc oordina ted........................................... -7 Unhealthy................................................. -10 Unique Looks (minor)............................... -5 Unique Looks (major)............................. -10 Unique Looks (great er)........................... -15 Unw ake able ............................................. -15 Weak Physique ........................................ -20 Weight intole rant..................................... -15 Wimp........................................................ -20

Roll 1 2-3 4 5-6 7 8 9 10 11 12 13 14-15 16 17-18 19 20 21-22 23-24 25-27 28-29 30 31 32 33 34 35-36 37 38 39-40 41 42 43 44-45 46 47 48 49 50 51 52-53 54-55 56-57 58-59 60 61 62 63 64 65-66 67 68 69-70 71-72 73 74 75-76 77-78 79 80 81-82 83-84 85-86 87-88 89 90-91 92-94 95-96 97-98 99 100

MENTAL FLAWS No more than 4 flaws in total. Flaw Point c ost Absent Minded........................................-10 Addic tion/Simple (common).................... -5 Addic tion/Simple (rare)..........................-15 Addic tion/Mild (common)......................-10 Addic tion/Mild (rare )..............................-20 Addic tion/Serious (common)..................-15 Addic tion/Serious (ra re).........................-25 Addic tion/Harmful (common)................-20 Addic tion/Harmful (rare)........................-30 Addic tion/Fatal (common)......................-30 Addic tion/Fatal (rare)............................. - 40 Bad Temper..............................................-10 Battle Confusion......................................-15 Blood G uilt ..............................................-10 Bloodlust..................................................-10 Chivalrous................................................-10 Code of Honour......................................... -5 Compulsive Be haviour.............................. -5 Delusionary (minor).................................. -3 Delusionary (major)................................-10 Delusionary (greater)..............................-15 Disavow ed Wea pons...............................-20 Ea sily Charme d.......................................-15 Ea sy Mark................................................-20 Fanatic......................................................-10 Fearlessne ss.............................................-10 Fear of Armour........................................-10 Fear of -Ma gic.........................................-20 Glutton....................................................... -3 Greedy......................................................-10 Indecision................................................-20 Impulsive.................................................-13 Intolera nce (minor)................................... -5 Intolera nce (ma jor)..................................-10 Kleptomaniac...........................................-15 Le che rous.................................................-10 Megalomania c.........................................-10 Memory Loss............................................ 15 Muddled Mind.........................................-15 Minor Fear (minor)................................... -5 Minor Fear (major)..................................-10 Oblivious.................................................-15 Overc onfident..........................................-10 Pacifist (minor)........................................-10 Pacifist (major)........................................-15 Pacifist (great er)......................................-30 Paranoid...................................................-10 Passive .....................................................-10 Phobia (le sser)........................................... -5 Phobia (minor).........................................-10 Phobia (major).........................................-15 Poor Conc entration..................................-10 Pyromaniac ................................................ -5 Queasy.....................................................-10 Sadist....................................................... - 15 Sense of Duty (lesser)............................... -5 Sense of Duty (minorr).......................... - 10 Sense of Duty (major).............................-15 Split Personalit y......................................-20 Stubborn.................................................... - 5 Superstitious.............................................. -5 Trauma (le sser).......................................... -5 Trauma (minor)...................................... - 10 Trauma (major)........................................-15 Truthful...................................................... -5 Vow (lesser)............................................... -3 Vow (minor)............................................... -7 Vow (major).............................................-15 Vow (grea ter)...........................................-20 Wea pon Bane...........................................-15

Roll 1-6 7-12 13-18 19-24 25-29 30-35 36 37-38 39-43 44-49 50-56 57-62 63-70 71-77 78-83 84-89 90 91 92-94 95-00

MENTAL ABILITY 2 Talents only from this ta ble. Ta lent....................................... Point Cost Animal Empathy..................................... 5 Ba ttle Reflexes ....................................... 7 Ca lmness................................................. 7 Dominanc e.............................................. 8 Empathy................................................ 10 Good Batt lefield Awareness................... 7 Immova ble Will.................................... 15 Inst inctive Defense............................... 15 Internal Sense....................................... 10 Master Tac tician..................................... 7 Mind Over Matter................................. 10 Photographic Me mory.......................... 10 Quic k Calculator.................................... 3 Spee d Reading........................................ 5 St ability Sense...................................... 10 Survival Instinct................................... 10 Te lekinesis ............................................ 20 Te lepathy............................................... 25 Unbeliever ............................................ 15 Violent Prejudice.................................. 10

SPECIAL TRAINING No limit to the number of ta lent s chose n from this table. Roll Ta lent Point Cost 1-3 Acrobat ................................................... 7 Assa ssin Training................................... 8 4-5 Deadly Training.................................... 17 6-8 Direc ted We apons Master (minor)....... 10 6-8 Direc ted We apons Master (major)....... 15 9-11 Disarm Skill.......................................... 10 12 Exceptional Skill at Arms .................... 30 17-20 Extra Language s..................................... 5 Extra Stat Ga in Rolls............................ 15 21-23 General We apons Master (minor)........ 10 General We apons Master (major)........ 20 General We apons Master (greater)...... 30 24-27 Geographic Awa reness........................... 5 28-30 Gymnastic Training................................ 7 31-32 Herbalist................................................ 13 Inner Reserve (Lesser)........................... 5 33-35 Inner Reserve (Minor).......................... 10 Inner Reserve (Major).......................... 15 Inner Reserve (Greate r)........................ 20 36-40 Internal Cloc k......................................... 3 44-48 Judge of Wea ponry................................. 3 49-51 Lightning strike .................................... 12 Natural Affinity .................................... 10 55-57 Natural Arc her........................................ 8 58-60 Natural Fac ility With Armour.............. 10 61-63 Natural Horseman .................................. 7 64 Natural Wea pons Ma st er...................... 30 65-66 Outdoorsman ........................................ 15 67-71 Portage skills .......................................... 3 73-74 Precision............................................... 20 75-78 Shield Attack .......................................... 7 79-82 Skille d (le sse r)........................................ 5 83-84 Skille d (minor)..................................... 10 Skille d (major)...................................... 20 Skille d (gre ater).................................... 30 85-87 Sleight of Hand..................................... 13 88-92 Swift. Dresse r......................................... 3 93-96 Trained Re gular Footman .................... 10 Underground Upraising.......................... 8 97 Warrior Extraordinaire ......................... 35 98-00 Weapon Control.................................... 10 Worldl y (le sser).................................... 20 Worldl y (minor).................................... 30 Worldl y (major).................................... 40 Worldl y (gre ater).................................. 50

Roll 1-5 36-40

41-45 46-50 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95

SPECIAL ABILITY 1 Talents only from this ta ble. Ta lent........................................ Point cost Ama zing Lea ping................................. 15 Ba ne ...................................................... 25 Eye of the Ha wk................................... 15 Life time G oal........................................ 15 Lucky (minor)....................................... 10 Lucky (major)....................................... 15 Lucky (gre ater)..................................... 20 Master Warrior Friend.......................... 15 Mentor................................................... 10 St at Bonus (minor)............................... 10 St at Bonus (major)............................... 20 St at Bonus (gre ater).............................. 30 St at improve ment ................................. 10 Succ or (lesser)...................................... 10 Succ or (minor)...................................... 20 Succ or (major)...................................... 30 Succ or (greate r).................................... 40

Roll 1-4 5-7 8-12 13-15 16-20 21-23 24-28 29-31 32-34 35-37 38-40 41-43 43-47 48-52 53-57 58-60 61-63 64-67 68-70 71-76 77-79 80-82 83-85 86-88 89-91 92-97 98-00

Roll 1-4 5-8 9-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-50 51-52 61-64 65-68 69-72 73-76 77-80 81-84 85-86 96-00

MYSTICAL ABILITIES 2 Talents only from this ta ble. Ta lent Point Cost Aggre ssion...............................................7 Archetype ..............................................18 Aura (Lesser)...........................................5 Aura (Minor).........................................10 Aura (Major).........................................15 Aura (Greate r).......................................20 Danger Sense.........................................15 Destiny Sense..........................................7 Eloquence..............................................15 Ensorc ellment Cure ..............................10 Etherea l Sight........................................10 Exceptional Ma gica l Ability.................30 Innate Magician ......................................7 Item Lore.................................................7 Look of Eagles........................................7 Magical Resistance...............................15 Magical Affinity....................................20 Mana Reading.......................................10 Mana Sensi ng..........................................7 Re sista nce..............................................15 Runic Lore...............................................5 Scope Skills (ra dius).............................10 Scope Skills (target)..............................10 Spatia l Skills .........................................15 Subconscious Discipline.......................10 Te mporal Skills.....................................20 Transcende nce.......................................15 Undetec table............................................6 Unnatural Aging....................................10 Visions...................................................10 SPECIAL STATUS 1 Talents only from this ta ble. Name Point Cost Faithful Vassal.........................................0 Favoured (minor)..................................10 Favoured (major)..................................15 Favoured (grea ter) ................................25 Government Ties.....................................7 Heir........................................................10 Law Enforcement Ability (minor)........10 Lost Fa vour.............................................0 Military Rank (rank 1)............................5 Military Rank (rank 2)..........................10 Military Rank (rank 3)..........................15 Military Rank (rank 4)..........................20 Military Rank (rankS)...........................25 Military Rank (rank 6)..........................30 Military Rank (rank 7)..........................35 Noble .....................................................15 Orpha n.....................................................0 Patron (lesser).........................................5 Patron (minor).......................................10 Patron (ma jor).......................................20 Patron, Important ( minor)...................10 Patron, Important ( ma jor)....................20 Patron, Important (great er)...................30 Wanted.....................................................0

Wealth

No limit to the number of ta lent s chose n from this table. Wealth Level Very Poor.................................................0 Poor..........................................................3 Norma l...................................................10 Ric h........................................................20 Very Rich...............................................40 Additional Wealth Rolls Very Poor.................................................5 Poor........................................................10 Norma l...................................................15 Ric h........................................................20 Very Rich...............................................25 Modify Wealt h Rolls +10 be fore the dic e are rolle d................3 +5 after the dice are rolled.....................5

Roll 1-3 4-6 7-8 9-11 12-14 15-16

17-18 19-20 21-23 24-26 27-28 29-32 33-34 35 36-37 38 39-40 41-43 44

51-52 53-54 55-56 59-62 63-66 67 71-73 74 75 76-78 79-81 82-85 86-89 90 91-93 94-96 98 99-00 Roll 1-5 6-10 11-14 15-18 19-22 23-25 26-28 29 30-34 35-39 40-43 44-47 48-50 51-53 54-55 56-60 61-64 66-69 70-73 74-78 79-82 83-87 88-92 93-96 97-00

PHYSICA LABILITIES 3 Talents only from this table. Talent Point Cost Acc elera ted mending..............................3 Acute Hea ring.........................................7 Acute Smell........................................... 10 Ambidexterit y (Lesser) ..........................5 Amibidexteri ty (Minor)........................ 10 Battle Cry................................................7 Blazing Speed....................................... 10 Cold Resist anc e (lesser).........................5 Cold Resist anc e (minor)....................... 10 Cold Resist anc e (major)....................... 15 Cold Resist anc e (grea ter)..................... 20 Comba t Re flexes................................... 10 Comma nding Demeanour..................... 18 Dea d Eye.................................................7 Dwarfism (Le sse r)..................................5 Dwarfism (Minor)................................. 10 Dwarfism (Ma jor)................................. 15 Ea r For Musi c.........................................5 Eye of the Tiger.................................... 10 Fluid Wrists........................................... 15 Giantism (Minor).................................. 10 Giantism (Major).................................. 15 Giantism (Gre ater)................................ 25 Golde n Throat....................................... 10 Great A rm................................................7 Hamme rhand......................................... 15 Hea t Resistance (lesser).........................5 Hea t Resistance (minor)....................... 10 Hea t Resistance (major)....................... 15 Hea t Resistance (greater)..................... 20 High Jumper............................................5 Hype rcharged Adre nali ne..................... 15 Infravision...............................................5 Light Sl eeper...........................................5 Manual Deftness................................... 10 Natura l Physique................................... 18 Neutra l O dor...........................................5 Night Vision............................................7 Nimble Skelet on................................... 15 Periphera l Vision....................................7 Quiet Stride........................................... 15 Resilient................................................ 15 Reverbative Strength..............................7 Shield mastery...................................... 10 Steel Grip................................................8 Strong Lungs...........................................5 Sturdy Build.......................................... 20 Subconsc ious Prepara tion ......................5 Subtle.......................................................8 Tole rance............................................... 15 Unna tural Stamina ................................ 10 SPECIAL ITEM Ite m .Point Cost Bonus Item (I).........................................5 Bonus Item (II).......................................7 Bonus Item (III).................................... 10 Bonus Item (IV).................................... 15 Bonus Item (V)..................................... 20 Bonus Item (VI).................................... 22 Bonus Item (VII).................................. 25 Bonus Item (VIII)................................. 30 Daily Ite m (I)........................................ 10 Daily item (II)....................................... 12 Daily item (Ill)...................................... 15 Daily Ite m (IV)..................................... 20 Daily Ite m (V )....................................... 25 Daily Ite m (V I)..................................... 30 Daily Ite m (V II).................................... 35 Loyal Domestica ted Animal...................5 Loyal Unusua l Creature ....................... 15 Potion (1 dose)........................................7 Potion (5 doses).................................... 12 Rune Paper ( sheet).................................7 Rune Paper (5 sheets)........................... 12 Special Poison/Herb...............................3 Spell Adder (+1)................................... 10 Spell Adder (+2)................................... 15 Spell Adder (+3)................................... 20 Spell Adder (+4)................................... 25 Spell Multiplie r (x2)............................. 35

133

CULTURAL/RACIAL ABILITIES

Natural Affinity - You take to a training package like a duck to water. Through

Some of the races/cultures have talents and flaws specific to them. These talents and flaws can be found with the race/cultural descriptions in the appropriate chapter chapter. There is no limit on the number of talents chosen from this table.

Natural Archer - You receive a 25% increase to all bow ranges and +5 to the

SPECIAL TRAINING These are talents that can be learned by anyone, given a particular place and set of circumstances. The training is not common, but it is not quite as mystical as some of the other talents. There is no limit on the number of talents chosen from this table. Acrobat - You receive a special bonus of +20 to your Athletic • Gymnastic skill

category. [7 points]

AssassinTraining - The ambush skillis classified as everyman for you. [8 points] Deadly Training - You receive a special bonus of +25 to your poison Lore,

natural ability or maybe due to the excellance of the training. Half (round up) the cost of a training package developed during the apprenticeship period only. [10 points] Missile Weapon Category. [8 points]

Natural Facility With Armour - You receive a special bonus of +10 to your Armour group. One Armour skill is classified as Everyman. [10 points] Natural Horseman - You receive a special bonus of +25 to all manoeuvres involving horses. [7 points] Natural Weapons Master - All weapon skills are classified as Everyman. [30 points]

Outdoorsman - You receive a special bonus of +50 to all Foraging, fire starting, and shelter location Manoeuvres while you are outdoors. You also receive a special bonus of +20 to all Tracking; Hunting; Stalk, and Hide Manoeuvres while you are outdoors. [15 points] PortageSkills - All of your encumbrance penalties are halved. [3 points]

Use/Remove Poison, Silent Kill, Stalk, Hide and Ambush Manoeuvres (does not apply to critical modifications). [17 ponts]

Precision - Due to the precision of your strikes, you may make an Ambush manoeuvre every time you attack with a melee weapon . [20 points]

Directed Weapons Master (minor) - One weapon skill may be classified as

ShieldAttack - You receive a special bonus of +20 to Shield Bash Skill. [7 points]

Directed Weapons Master (major) - One weapon skill may be classified as Occupational. All other skills in the the same category are classified as Everyman. [15 points]

Skilled (lesser) - You may receive a special bonus of +5 to one skill category, or receive a special bonus of +10 to one specific skill. You may only purchase this skill once for a given skill or skill category. A skill or skill category can only be chosen if its bonus progression is combined or standard. [5 points]

DisarmSkill - You are very skilled at intentionally disarming a foe. You receive a

Skilled (minor) - As Skilled (lesser), except bonus is +10 to one skill category, or

Everyman. Allother skills in the the same category are notchanged. [10 points]

special bonus of +20 to all attempts to disarm a foe using either Disarm Foe (armed) or Disarm Foe (unarmed). [10 points]

Exceptional skill at Arms - You receive a special bonus of +10 to all weapon

categories and to your Armour categories. You may also chose two weapon categories where all skills in the category are classified as Everyman. [30 points]

Extra Languages - You have either studied languages, or lived in an area that

exposed you to the languages. This ability grants you 20 ranks (total) to apply to both spoken and written ranks. You can develop any of the languages listed in Allowed Adolescent Development or Extra Languages, up to the maximum levels given. [5 points]

Extra Stat Gain Rolls - You have trained to bring youself closer to your peak

+20 to one specific skill. [10 points]

Skilled (major) - As Skilled (lesser), except bonus is +15 to one skill category, or +30 to one specific skill. [20 points]

Skilled (greater) - As Skilled (lesser), except bonus is +20 to one skill category, or +40 to one specific skill. [30 points]

Sleight of Hand - You receive a special bonus of +20 to your Subterfuge • Stealth skill Category. [13 points] Swift Dresser - All of the time it takes to either put on or take off your armour is reduced by 25%. [3 points]

mental and physical condition. You get a stat gain roll for each of your stats during your apprenticship period. [15 points]

Trained Regular Footman - Blocking, Tackling, Wrestling, and Boxing are classified as Everyman skills for you . [10 points]

General Weapons Master (minor) - You receive a special bonus of +10 to all

Underground Upraising -You receive a special bonus of +10 to the Subterfuge • Mechanics and Subterfuge • Stealth skill categories. Select one Subterfuge • Mechanics or Subterfuge • Stealth skill that may be classified as Everyman. [8 points]

your weapon categories. [10 points]

General Weapons Master (major) - You receive a special bonus of +20 to all your weapon categories. [20 points]

General Weapons Master (greater) - You receive a special bonus of +30 to all

your weapon categories. [30 points]

Warrior Extraordinaire - All melee weapons are classified as Everyman. One

Combat Manouevre skill is also classified as everyman. You also receive a special bonus of +10 to Specialattacks. [35 points]

Geographic Awareness - You receive a special bonus of +35 to your Mapping

and Direction Sense skills. You also have an uncanny ability to memorize maps granting you a special bonus of +25 to your Navigation skill for a cerÿtain area if you have seen a map and have studied it for more than 10 minutes. [5 points]

Weapon Control - All weapons in your primary weapon category (that category with the lowest development point cost) have their fumble range reduced by 2 (to a minimum 1). All other weapon categories have their fumble range reduced by 1 (to a minimum 1). [10 points]

Gymnastic Training - You receive a specialbonus of +25 to one chosen Athletic •

Worldly (lesser) - Whilst others stayed home, safe and warm you travelled, saw

Gymnastic skill. You also receive a special bonus of +25 to one chosen Adrenal Leaping, AdrenalLanding, or Adrenal Balance Skill. [7 points]

Herbalist - You naturally recognize herbs and poisons and may use them. You receive a special bonus of +30 to all of your Cooking, Foraging, Use Prepared Herbs, Prepare Herbs, Poison Lore, and Herb Lore Manoeuvres. [13 points]

Inner Reserve (Lesser) - You can withstand more pain than a normal person.

When determining your available concussion hits you may add a +1 to each Body Development. rank you purchase. e.g., if your Body Development progression is normally 0 • 6 • 4 • 2 • 1, you will gain 7 points for the first ten ranks, five for the second ten, etc. [5 points]

InnerReserve(minor) - As the lesser talent, except the bonus is +2. [10 points] InnerReserve(Major) - As the lesser talent, except the bonus is +4. [15 points]

the world and maybe had adventures. Or perhaps you are just older, and wiser and have a life time of experience to draw on. You start the game at2nd levelwith 20,000 experience points; and may increase your skills appropriately (RMSS section 7.3). Stat gain rolls are not made, these are assumed to have all ready happened to bring the character to his current stats. You should increase your age to reflect the time it took to gain this level.[20 points]

Worldly (minor) - As Worldly (lesser), except you start at 3rd level with 30,000 experience points. [30 points] Worldly (major) - As Worldly (lesser), except you start at 4th level with 40,000 experience points. [40 points] Worldly (greater) - As Worldly (lesser), except you start at 5th level with 50,000 experience points. [50 points]

InnerReserve(Greater) - As the lesser talent, except the bonus is +6. [20 points]

PHYSICAL ABILITIES

Internal Clock - You receive a special bonus of +15 to your Time Sense skill and

These abilities are of a physical nature. These abilities may be possessed by all members of a race or by an individual. No more than three of these abilities can be taken. Accelerated Mending - Your normal recovery time for injuries is halved. This

Time Sense is classified as an Occupationalskill for you. [3 points]

Judge of Weaponry - You have a special bonus of +40 to your Weapon

Evaluation skill. [3 points]

Lightning Strike - You receive a special bonus of +5 to your iniative rolls. You

receive no penalty for Snap Actions, but only receive a +5 for Deliberate Action. [12 points]

134

does notapply to concussion hits. [3 points]

Accute Hearing - You have a keen sense of hearing that allows you to perceive

any sound within a range of 100’ in open areas or 25’ when listening through solid

barriers. You receive a special bonus of +10 to your Awareness categories when dealing with these sounds. [7 points]

AcuteSmell - You have an acute sense of smell. You can smellodors up to 100’ up wind, 2000’ downwind, and 500’ in still air. You receive a special bonus of +25 to Tracking something based on its odor. You receive a special bonus of +10 to your awareness caregories when dealÿing with smells. [10 points] Ambidexterity (Lesser) - You may use either hand equally well. There is no penalty for using a weapon in your off hand. [5 points] Amibidexterity (Minor) - As the Lesser talent, except you receive a special bonus of +15 to your Two-weapon Combatskill. [10 points]

Battle Cry - You may shout your “battle cry” before entering combat. When you

do this, you receive a special bonus of +10 to your OB and DB for the remainder of the combat. You may only use this ability once per day. [7 points]

Blazing Speed - Your base movement rate is increased by +10. [10 points] Cold Resistance (lesser) - You are more resistant to cold and ice than normal. You get a +10 to your RRs and DB versus cold and ice based attacks. [5 points]

Cold Resistance (minor) - As Cold Resistance (lesser) but the bonus is +20. [10 points]

Cold Rresistance(major) -As Cold Resistance (lesser) but the bonus is +30. [15

points]

Cold Resistance (greater) -As Cold Resistance (lesser) but the bonus is +40. [20

points]

Combat Reflexes - Your ligntning reflexes grant you a special bonus of +5 to DB,

OB. When rolling for iniative determinatio, you may rollone extra die and mustthen decide which die rolled is not used. This talentmay not be taken if Lightening Strike is taken. [10 points]

Commanding Demeanor - You receive a special bonus of +25 to your

Heat Resistance (lesser) - You are more resistant to heat and fire than normal. You receive a special bonus of +10 to your RRs and DB versus heat and fire based attacks. [5 points] Heat Resistance (minor) - As above but the bonus is +20. [10 points] Heat Resistance (major) - As Cold Resistance (lesser) but the bonus is +30. [15

points]

Heat Resistance(greater) - As Cold Resistance (lesser) butthe bonus is +40. [20 points]

High Jumper - You have a great jumping ability. You receive a special bonus of +30 to your jumping skill. [5 points]

Hypercharged Adrenaline - You receive a special bonus of +15 to allAdrenal Manoeuvres (using skills in the Self control category) as well as all frenzy Manoeuvres. You also receive a special bonus of +5 to your Special Defense skill category. [15 points] Infravision - You posses the ability of infravision. If it is dark, you can see the heat eminations from things upto 100’away. You receive a special bonus of +25 to your Tracking skill if it is dark and what you are tracking has walked through the area in the last 30 minutes. [5 points] Light Sleeper - You mat make an Alertness maneuvre to wake from sleep. [5 points]

Manual Deftness - Your fast fingers give you a special bonus of +10 to your

Subterfuge • Stealth skill category and a special bonus of +1 to your initiative. [10 points]

Natural Physique - Body Development is classified as Everyman for you. [18

points]

Neutral Odor - Your body has a particular ability that masks the scent of anything within five feet of you. [5 points]

Leadership skill. In addition, you can take a 50% action (requires a Leadership maneouvre) to instill fear in a foe that can see and hear you 9foe makes a Fear RR versus your level). Also, you can take a 25% action (requires A Leadership maneouvre) to inspire your allies thatcan see and hear you - they get a +10 bonus to their OBs and DBs. [18 points]

Nightvision - This allows you to see in the presence of extremely faint light. The

Dead Eye - Allof your missile range penalities are halved. [7 points]

cause of your nimble skeleton. [15 points]

Dwarfism (Lesser) - You are shorter than normal. You are two thirds as tall as a normalmember of your race (figure normalheight, then double and divide by 3) and your weight is normal for your reduced height. You receive a special bonus of +3 to your Qu bonus and -3 to your St bonus. [5 points]

light from the moon or stars or even a tiny point of light is enough to allow you to see normally (up to 25’). If there is no light at all, then Nightvision gives no benefit. (see spell law section 7.1.19 for more information). [7 points]

Nimble skeleton - You get a special bonus of +15 to all Moving Manoeuvres bePeripheral vision - When you are attacked from the flank, your foes bonus is only +5;from the rear, your foe`s bonus +15. [7 points] Quiet Stride - You have a quick and quiet stride. You receive a special bonus of

Dwarfism (Minor) - As the lesser talent, except your height is half normal and your special Qu/St bonuses are +6/-6. [10 points]

+20 to your Stalking skill, You may ambush anyone from behind with a special bonus of +10 to your Ambush skill (this does not apply to critical modification), and receive a special bonus of +20 for all balancing Manoeuvres. [15 points]

Dwarfism (Minor) - As the lesser talent, except your height is one third normal

Resilient - Any bleeding wounds (wounds giving hits per round) that you receive

Ear for Music - You can reproduce any sound you hear. If the noise could not. be reproduced by your vocal chords, you can reproduce it on an appropriate instrument. You can also play any piece of music you hear once (though not necessarily played well). You receive a special bonus of +25 to all Singing and Play Instrument Manoeuvres. [5 points]

ReverbativeStrength - Whenever you are in a melee combat and you do a crit-

and your specialQu/Stbonuses are +9/-9. [15 points]

Eye of the Tiger - You have a special bonus of +20 to all your Adrenal Strength

Manoeuvres. [10 points]

Fluid Wrists - Due to your fine wrists, you receive a special bonus of +20 to all

attacks with a Thrown weapon and Martial Arts • Sweeps and Throws skills. [15 points]

Giantism (Minor) - You are larger than normal. You are half again as tall as a normal member of your race(figure normal height, then increase it by 50%) and weigh twice as much (figure normal weight, then double it). You receive a special bonus of +2 to your St bonus and -2 to your Qu bonus. [10 points}

Giantism (Major) - As the minor talent, except your height is two times normal,

your weight is four times normal, and your special St/Qu bonuses are +4/-4. Any critical strike against you has is severity reduced by 1 (an `A` becomes an `A-25`). [15 points]

Giantism(Greater) - As the minor talent, except your height is three times normal, your weight is six times normal, and your special St/Qu bonuses are +6/-6. You are treated as a Large creature for criticals. [25 points]

Golden Throat - You have a soothing andcaiming voice. This gives you a special

bonus of +15 to any manoeuvre where you verbally attempt to calm or persuade (Singing, Publis Speaking, Duping, Trading, Acting, etc.). [10 points]

Great Arm - All your thrown weapon ranges are increased by 25%. [7 points] Hammerhand - Your hands are much harder than normal. You may make Martial

Arts • Strikes attacks with your bare hands and inflict an Impact critical of one less severity as your MartialArts • Strikes critcal (an ‘A’ becomes ‘A-25’). [15 points]

have their rates reduced by half (round down). [15 points]

ical to your foe, that foe takes an additional Unbalancing critical of two levels less severity (an ‘A’as an ‘A-50’; ‘B’ becomes ‘A-25’). [7 points]

Shield Mastery - You may add an additional+10 to the DBprovided by any shield (e.g., normal shield now gives 35DB, etc.). You also receive a special bonus of +15 to your Shield Bashes skill. [10 points]

Steel Grip - You may resist weapon disarming with a +25 bonus. Allfumble ranges for melee weapons are reduced bt 1 (to a minimum of 1). [8 points]

Strong Lungs - Your lungs allow you to hold your breath for 10 seconds pIus 1 minute per Co bonus (minimum of 10 seconds). [5 points]

Sturdy Build - You reduce the level of any Crushing, Unbalancing, or Impact criticalyou receive by one level (an ‘A’ becomes ‘A-25’). [20 poirits]

Subconscious Preparation - Percentage activity needed to reload missile weapons and/or draw weapons is halved. [5 points] Subtle - All your Stalk and Hide Manoeuvres receive a special bonus of +25. [8 points]

Tolerance -You may take 150% of your concussion hits before falling unconscious (though death occurs atthe normal loss on hits). [15 points] Unnatural Stamina - You have increased stamina, you have a special bonus of +100 to your exhaustion pointtotal. [10 points]

MYSTICAL ABILITIES These abilities are difficult for most people to explain. They reflect a supernatural power that is yours to command. There should be a rational explanation on how your character received these abilities. A character may not possess more than two of these

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abilities. Aggression - You receive a +10 bonus to either your Base Attack Rolls or to your Elemental Attack Rolls (choose when purchasing the talent). [7 points]

Archetype - Power Point Development is classified as an Everyman skill for you.

[18 points]

Aura (Lesser) - You receive an additional power point for each rank of Power

Point Development you have (e.g., if your Power pointProgression was 0 • 6 • 5 • 4 • 3, the first ten ranks of Power Point Development you purchase will give you 7 Power Points each, the second ten ranks gives you 6 PPs each, etc.). [5 points]

Aura (Minor) - As the lesser talent, except you receive 2 additional power points for each rank. [10 points]

Aura (Major) - As the lesser talent, except you receive 3 additional power points for each rank. [15 points]

Temporal Skills - The duration of all your spells is doubled. This does not effect spells with a duration of concentration (“C”) or instant(“-”). [20 points]

Transcendance - You receive a special bonus of +25 to your Transcend Armour skill. [15 points]

Undetectable - You receive a special bonus of +30 to RRs versus all scrying, detection and related spells. If such a spell is actually Passive, you may make an RR (with the +30 modifier) to resist its effects. [6 points] Unnatural Aging - You age slowly for your race. All aging maneuvres are made

with one category shift to the left. For example, if you are a 67 year old Rulralman, you would normally be very old. With this talent, you would only be old. [10 points]

Visions - You receive spontaneous glimpses of events that are associated with a particular race, person, or item that you touch (with your bare skin). This talent is usable once per day plus one additional time per SD bonus (a negative SD bonus results in zero additionaltimes per day). [10 points]

Aura (Greater) - As the lesser talent, except you receive 4 additionalpower points

MENTAL ABILITIES

for each rank. [20 points]

Danger Sense - You may make an Alertness maneuvre to detect danger (GM`s

discretion). You receive a special bonus of +10 to your Awareness • Perceptions category. [15 points]

Destiny Sense - You instinctively know the direction that will take you to a specific goal. This ability can only be used once per day. [7 points]

Eloquence - You receive a special bonus of +25 to all of your Spell Casting Manoeuvres. [15 points]

Ensorcellment Cure - You may touch a target afflicted with a permanentmagical disability (curse, lycanthropy, etc.). The disability must make an RR versus your level or be permanently dispelled. If the disability makes its RR, you may not try to remove it untilyou gain another level. [10 points] Ethereal Sight - By closing your eyes and concentrating for 2d10 rounds, you can change your vision so that you can perceive invisible things. This lasts for 10d10 minutes and may only be used once each day. Using this ability does not interfere with your normalvision. [10 points] Exceptional Magical Ability - You are exceptionally enchanted. You receive a special bonus of +50 to your RR versus one realm and a special bonus of +25 when casting spells or using items based in thatrealm. [30 points]

Innate Magician - You receive a special bonus of +20 to all Spell Casting Static Manoeuvres for spells from one spell list. [7 point.s] ItemLore - You receive a special bonus of +25 to your Magical lore skill category. [7 points]

The mind is a very powerful thing. You have tapped mental abilities that most people only dream of having. Acharacter can not possess more than two of these abilities, however if the character is a Mentalism spell user, then they could have more mental abilities. Animal Empathy - You have empathy with a certain type of animal. Any man-

euvre with such an animal receives a specialbonus of +25 to it. If you associate with a specific animal for a month, you can communicate empathically with that animal from a range of 18 for every level you have. The GM will have to determine what qualifies as an acceptable animal. [5 points]

Battle Reflexes - You may have an extra iniative roll and select the one you wish to

use. [7 points]

Calmness - Whenever you are in a pressured situation (GM’s discretion), you re-

ceive a specialbonus of +20 to your social interaction skills (Leadership, Diplomacy, Public Speaking, Seduction, etc.). [7 points]

Dominance - You receive a special bonus of +50 to RRs versus spells with a Mentalsub-class (m). [8 points] Empathy - Whenever you are near some one (within 20) you can attempt to determine what their emotional state is at the moment. The person you are trying to “read” must make an RR versus Mentalism (using your level as the attack level). If they fail, you are informed of their current feelings; if he succeeds, you may noy try and “read” him for 24 hours. You cannot tell why they feel that way, just how they feel. This ability also gives you a special bonus bonus of +25 to all your Lie Perception maneuvres (if within 20’of target.). [10 points]

Look of Eagles - People who are your allies, troops, friends or retainers receives a

Good BattlefieldAwareness - You receive a special bonus of +25 to Situational Awareness (Combat). You also receive a special bonus of +25 to your Reverse Strike skill. [7 points]

Magical Affinity - You have your choice of two spell lists that may be classified as

Immovable Will - You receive a special bonus of +50 to RRs versus Fear and Charm. You have a special bonus of +25 to your Will (see Treasure Companion). [15 points]

Magical Resistance - You have a strange resistance to magic. You receive a special bonus of +50 to your RRs versus one realm of magic. [15 points]

Instinctive Defense - You gain a special bonus of +20 to your DB for all attacks that you are aware of. If you are unaware of an incoming attack you still receive a special bonus of +10 to your DB. [15 points]

+25 to RRs versus panic and morale while you are welland in sight. [7 points]

Everymen and a choice of one Power Manipulation skill that is classified as Everyman. [20 points]

Mana Reading - You recieve a specialbonus of +15 to your Attunement skill. [10 points]

Mana Sensing - The hairs on the back of your neck prickle whenÿever you go

Internal Sense - You receive a special bonus of +20 to your Stunned Maneuvre

skill. [10 points]

near a large power source, an enchanted location, an earthnode, a haunted area, etc. [7 points]

Master Tactician - You receive a special bomnus of +15 to your Tactics skill. [7

Resistance - You receive a special bonus of +15 to all RRs against spells. [15

MindOver Matter -You receive a special bonus of +20 to your Self Control skill

points]

Runic Lore - You receive a special bonus of +25 to your Read Runes skill. [5

points]

Scope Skills (radius) - Your spells have double the normal radius of effect this only affects spells with an area of effectthat includes a radius). [10 points]

Scope Skills (target) - Your spells affect twice as many targets (this only affects spells with an area of effectthat includes “target.”). [10 points] Spatial Skills - The ranges of your spells are greater than those of most other mages. Your spells with a range of self are actually a range of touch.Those with a range of touch are actually a range of 5’. All other spells add 50 to thier ranges. However, this extension only affects one type of spell (Force, Utility, Directed Elemental, etc.). This ability can be purchased once for every spelltype. [15 points]

Subconcious Discipline - Any spell which has a duration of Concentration will

lastfor as many ronuds after you stop concentrating as you originally spent concentrateing on the spell. e.g., if you concentrate on a spell for 4 rounds, it will continue to operate for another 4 rounds after you cease to concentrate. Note this only affects spells with a duration of concentration (notspells with both a timed duration and the requisite of concentration). [10 points]

136

points]

category. [10 points]

Photographic Memory - You have a photographic memory. Anything you study for more than 15 minutes will be placed in your memory, to be recalled whenever you need. You can remember entire books if you need to, given the proper time to study. You cannotglance at a book and then remember everything the page said, you have to read it. When you need to remember someÿthing you have studued, you roll dl00 (open-ended) and add 3 times your Me bonus and add 25. If te total is greater than 100, you fully remember what you want. If the total is less than 100, than that is the percentage of information you recall. This ability aIso grants you a special bonus of +10 to the Lore skill group. [10 points] Quick Calculator - You can instantly calculate virtually any mathematicalformula

in your head. If the formula is sufficently complicated, like calculating when a solar eclipse will occur, itwilltake a little more time. You receive a special bonus of +10 to the Science/Analytic group. You also receive a special bonus of +5 to your Trading skill. [3 points]

Speed Reading - You can read books, maps, and other documents at a rate of ten pages per minute. [5 points]

Stability Sense - Any time you are stunned, you reduce the total rounds of stun by one. If a strike results in only one round of stun then it has no effect. [10 points]

Survival Instinct - When you use your entire OB to parry, your DBis modified by an additional+25. [10 points]

Rune Paper(5 sheets) - As Rune Paper (1 sheet), exceptyou have five sheets. [12

Telekinesis - You may move one object., up to 50 pounds inmass, up to one foot per second (witn no acceleration). Each round you use Telekinesis if costs d10 Exhaustion Points. [20 points]

Special Herb/Poison - You have some kind of magical herb, or poison. The GM should determine exactly what (the equipment section has a listing). [3 points]

Telepathy - You may read or send thoughts mentally. Whenever you are trying to

read the thoughts of a person, they must make an RR versus Mentalism attack (using your level as the attack level). If the RR fails, you may leam their surface thoughts. These midifiers are for scanning surface thoughts only. If you wish to scan for a particular thought then it is modified by the target reluctance to part with thatinformation (e.g., a deep secret would have an RR modified by +30). Each use of this power costs 2d10 exhaustion points. The range of this power is line of sight. [25 points]

Unbeliver - You may resist all magic with a +25 modifier to your RRs. You may

points]

Spell Adder (+1) - A spell adder allows you to cast an extra spell per day without the expenditure of PPs. You acquired your adder either in an earlier adventure or as an inheritance. [10 points] Spell Adder(+2) - As Spell Adder (+1), except allows up to two spells per day. [15 points]

Spell Adder (+3) - As SpellAdder (+1), except allows up to three spells per day

[20 points]

Spell Adder (+4) - As SpellAdder (+1 ), except allows up to four spells per day

not, however, use any spells or spell devices (any attempt to do so willresultin absolute failure). [15 points]

[25 points]

Violent Prejudice - You may choose one specific race (subject to GM’s approval)

Spell Multiplier (x2) - Doubles the number of power points available to a charac-

against which you receive and additional +10 to your OB. Whenever you deliver a critical, you also deliver an Impact critical of one less severity (an ‘A’ becomes ‘A25’). [10 points]

SPECIAL ITEMS These represent family heirlooms and inheritances. You would be quite reluctant to part with these items, even if something better comes along. The items may be magical or just well crafted. Either way, it has been given to the character to aid them in upcomming journeys. Bonus Item(I) - You have two exceptional items, either high quality or special purpose. Exactly what item you have is for you and your GM to decide; a special, non-magical bonus of +5 will be applied to the appropriate skills affected by those items. For example you may have a +5 lockpick kit that bestows its bonus upon your Pick Locks skill. [5 points] Bonus Item (II) - As Bonus Item (I), except there it gives a bonus of +10. [7

points]

Bonus Item (III) - As Bonus Item (I), except there are either three items with a bonus of +5 each, or one item with a bonus of +15. [10 points]

Bonus Item (IV) - As Bonus Item (I), except there are two items with a nonmagical bonus of +10 each or one item with a non-magiacl bonus of +20. [15 points]

Bonus Item (V) - As Bonus Item (I), except there are either three items with a magical bonus of +5 each, one item with a magicalbonus of +15. [20 points]

Bonus Item (VI) - As Bonus Item (I), except there are two items with a magical bonus of +10 each. [22 points] Bonus Item (VII) - As Bonus Item (I), except there it gives a magical bonus of

+20. [25 points]

ter between periods of rest. [35 points]

SPECIAL ABILITIES Some people have abilities that are difficult to believe. These abilities go far beyond what a normal person would think possible. You are truly gifted, character can only choose one of these abilities. Amazing Leaping - You have a Base Running horizontal leap of three times normal; vertical leap of five times normal. See RMSR for rules on determining the normal jumping ability (Appendix A-1, Athletic Brawn skills description). [15 points]

Bane - You may select one creature type (subject to the GM’s approval) against which all your criticals do an additional “Slaying” critical. [25 points]

Eye of the Hawk - You have very precise eyesight, and can see things much farther out than normal . You can see ten times as far as a normal person of your race. You can see detail at this range, and can use this ability to reduce range penalties applied to you when using a missiole weapon. You receive only 10% of the penalty applied to you for all missile weapon range penalties, including thrown weapons. Thus, for you, the ‘long range’ for all (non-thrown) missile weapons is increased by 100’. [15 points] Lifetime Goal - You have a goal (subject to the GM’s approval) that controls your

every move. You do what ever ittakes to complete this goal. It should relate to most of your adventures, and should be a lifetime hope (e.g., the destruction of a great evil, overthrow of a cruel ruler, etc.). Whenever you are involved in an action that is directly related to this goal, you receive a bonus of +5 to +15 to all of your actions (GM’s discretion). The total amount of the bonus is directly related to how closely your current actions will affectthe outcome of your goal (most of your bonuses will be at +5, the final +15 bonus should only come when you are near the completion of your goal). Realize that this is a goal that has driven you for most of your life. You have not thought about much else for years. When you have accomplished this goal, if you do, you will probably have a sense of deprivation and a loss of direction. [15 points]

Bonus Item (VIII) - As Bonus Item (I), except there are three items with a ma-

Lucky (minor) - You are lucky. Your open-ended rollrange is increased by 1 from 96-100 to 95-100. [10 points]

Daily Item (I) - You have an item that mystically casts spells when you desire. Exactly what the item is, as well as what spell is in the item is up to you (subject to your GM’s approval). It may be possible that you carry the item with you but are unaware that it is enchanted. The item is a Daily I item. [10 points]

Lucky (major) - You are lucky. Your open-ended roll range is increased by 2 from 96-100 to 94-100. [15 points]

gicalbonus of +10 each. [30 points]

Daily Item(II) - As Daily Item (I), exceptthe item is a Daily II item. [12 points] Daily Item(III) - As Daily Item (I), exceptthe item is a Daily III item. [15 points] Daily Item(IV) - As Daily Item (I), exceptthe item is a Daily IV item. [20 points]

Lucky (greater) - You are lucky. Your open-ended roll range is increased by 3 from 96-100 to 93-100. [20 points]

Master Warrior Friend - You may learn one additional rank per level in your primary weapon skill and skill category at a Development Cost that is the same as the first rank (i.e., 3/7 becomes 3/3/7, 6 becomes 6/6, etc.). [15 points] Mentor - You have a high-level spell user as a friend (your GMshould fill out the

Daily Item(V) - As Daily Item(I), except. the itemis a Daily V item. [25 points]

details of your mentor). [10 points]

Daily Item(VI) - As Daily Item (I), except the item is a Daily VI item. [30 points]

Stat Bonus (minor) - You receive a specialbonus of +3 to one stat (your choice). This talentmay notbe duplicated on the same stat. [10 points]

Daily Item (VII) - As Daily Item (I), except the item is a DaiIy Vll item. [35 points]

StatBonus (major) -As Stat Bonus (minor), except the bonus is +5. [20 points]

Loyal Domesticated Animal - You have a common animal that is completely

StatBonus (greater) - As StatBonus (minor), exceptthe bonus is +8. [30 points]

Loyal Unusual Creature - As Loyal Domesticated Animal, except the creature

StatImprovement - After you have made your normalstatgain rolls when advancing a level, you receive one extra stat gain roll for one of your stat’s (your choice). You also receive one such roll during your adolescence and apprenticeship development. [10 points]

loyal to you. [5 points]

(GM choice) is not common in any way. [15 points]

Potion(1 dose) - You have a potion that contains 1 dose. The spellimbedded in the potion is between 1stto 5th level. [7 points] Potion(5 doses) - As Potion (1 dose), except itcontains five doses. [12 points] Rune Paper (1 sheets) - You have a sheet of Rune Paper that willhold spells upto 5th level. The spell written on the paper is between 1st to 5th level. [7 points]

Succour(Lesser) - You have a “laying on hands” ability. When you decide to aid someone, you may heal a variety of ailments. When you choose this power, you may select one ailment from the following list: lost concussion hits, bleeding, lost points of Constitution, broken bones, damaged cartilage, or nerve damage. When you choose to aid someone, you lay your hands on them (bare flesh to bare flesh), and they receive healing. You may use this power once per day for each level of experi-

137

ence. When healing concussion hits or points of Constitution, the healing will restore one point per level of experience (up to the target’s normal maximum). When healing bleeding, the bleeding rate will reduce by one point for every five levels of experience. When healing any other type of damage, the severity of the wound will be reduced by one for every five levels of experience (round all fractions down). See RMSR for details on healing times based upon severity of wound. Note that a Light Wound can be reduced to no wound at all. [10 points] .

Succour (major) - As Succour (lesser), except two ailments may be chosen from

the list. [20 points]

Succour (major) - As Succour (lesser), except three ailments may be chosen from

the list. [30 points]

Succour(greater) - As Succour (lesser), except four ailments may be chosen from the list. [40 points]

SPECIAL STATUS You will generally receive your status from your parents, although you may perform certain actions to create a status of your own. Unless the GM deems it appropriate, a character should never take more than one Special Status (even though some do not seem mutually exclusive). Faithful vassal - You are a faithful vassal to a wicked Lord or Lady. The reasons why they despise you are left up to you and the GM, but. you are nevertheless faithful to them. You try your best to not hurt them in any way, no matter what they put you through. You seem to be under their centrol, at least emotionally, and they will often put unreasonable demands upon you. It should be a very long and involved endeavour for you to escape their strong grip. [0 points]

Favoured (minor) - You have been befriended by a high ranking official. This

official may be a noble or may be a relative. The official is acknowledged by a small number of people (e.g., mayor of a city). If the GM deems it appropriate, the befriended officialcan be related to you. [10 points]

Favoured (major) - As Favoured (minor), except the officialis acknowledged by a large group of people (e.g., the leader of a country). [15 points] Favoured (greater) - As Favoured (minor), except the official is acknowledged

by a worldwide group of people (e.g., a demigod or angel). [25 points]

Government Ties - You have a reputation for aiding “good” government figures.

You will usually receive aid from the local constabulary (e.g., shelter, subsistence, protection, maybe money). You have earned a reputation in the unÿderworld as being associated with the govemment. [7 points]

Heir - You are the heir to a great hero or Lord. Few people know of your position (in fact you may not know it either). You may discover your lineage while retrieving a great item once belonging to your parents or some equally important quest. Powerful evil forces may know more about your ancestry than you do, and you may well be hunted by them because of it. [10 points] LawEnfordementAbility (minor) - You have been granted the rightto enforce law in a generalarea. Depending on the area and the local laws, the effect benefits of this ability may vary (from the right of execution to simple guard duty). You are recognized as an officer of the law, unless you are undercover, and you may be called on by citizens to perform various legal tasks. Your jurisdiction is no more than a single city, town, or county. [10 points] LostFavor - You were once close with a member of the upper echelon of society.

Some event occurred that caused you to lose favour with the person and now they will have nothing to do with you. You and the GMshould determine what happened and whether or not you are innocent. Regardless, the person will no longer have anything to do with you, will provide no assistance, and may try to hinder you whenever possible. [0 points]

inherited it from your parents. You and your GM should determine your title and the extentof your noble powers. [15 points]

Orphan - You are an orphan. You have no family and no records of who they might be. It would be difficult for you to track down your birth parents. You may be scorned in society, depending on how important lineage is to that society. In addition, you have some emotional scars from your life in the orphanage thatyou are probably still learning to cope with. [0 points]

Patron (lesser) - You have a patron that provides for you. The patron is a single

individual who can only provide you with bare necessities (food, clothing, shelter, etc.). [5 points]

Patron (minor) - As Patron (lesser), except the patron can provide you with almost any normal items thatyou want. [10 points]

Patron (major) - As Patron (lesser), except that the patron can provide you with basically any type of item (GM’s discretion on availability). [20 points] Patron, Important (minor) - You have a patron that provides for you. The pat-

ron is either an important individuanol within the society (e.g., the leader of a country) or a large organization (e.g., a church or guild). However, this patron can only provide you with bare necessities (food, clothing, shelter, etc.). [10 points]

Patron, Important (major) - As Patron (level 2, minor), except the patron can provide you with almostany normal items that you want. [20 points]

Patron, Important (greater) - As Patron (level 2, minor), except that the patron can provide you with basically any type of item(GM`s discretion on availability). [30 points] Wanted - You have been accused of a major crime: theft, treason, murder, assassin-

ation, etc. You may or may not have committed the crime (that is up to you and the GM). There is a significant force looking for you, and they may try unorthodox methods to bring you back for sentencing. It is up to you to either try and clear your name or evade the authorities. [0 points]

WEALTH This option determines the amount of money your character starts the game with. Instead of actual money, some characters from certain cultures, start with an equivalent value of goods and/or livestock. Wealth level is used wh en determin ing starting wealth as well as what kin d o f items yo u mig ht begin the game with. Use the ch art below to determine a character’s s tarting wealth level.

WE ALTH LEVEL Wealth Lev el Point cost Very Poor. ............................................... 0 Poor.......... ............................................... 5 Normal..... ............................................. 10 Rich.......... ............................................. 20 Very rich.. ............................................. 40 A ch aracter may choose to take additional rolls for wealth. The co st for ad dition al rolls is bas ed upon the characters wealth level. Us e the chart below to determine the cost for each additio nal roll made on the Starting Wealth Chart.

COST FOR ADDITIONAL WEALTH ROLLS

Military Rank (rank 3) - As Military Rank (rank 1), except you have received three promotions . [15 points]

Wealth Lev el Point cost Very Poor. ............................................... 5 Poor.......... ............................................. 10 Normal..... ............................................. 15 Rich.......... ............................................. 20 Very rich.. ............................................. 25 Finally, a ch aracter can ch oose to mo dify the roll made o n the Starting Wealth Chart. The roll may be mo dified befo re the dice are rolled or after the d ice are ro lled (with a different cost based upon wealth level). Us e the chart below to determine the cost for mod ifying the roll.

Military Rank (rank 4) - As Military Rank (rank 1), except you have received

COST TO MODIFY W EALTH ROLLS

Military Rank(rank 1) - You were in the military. While you were in the milit-

ary, you received a promotion in rank. The actual title of the rank should be determined by the branch of the military you were in (the GM will have to let you know what is appropriate in his world). [5 points]

Military Rank (rank 2) - As Military Rank (rank 1), except you have received

two promotions. [10 points]

four promotions. [20 points]

Military Rank (rank 5) - As Military Rank (rank 1), except you have received

five promotions. [25 points]

Military Rank (rank 6) - As Military Rank (rank 1), except you have received

six promotions. [30 points]

Military Rank (rank 7) - As Military Rank (rank 1), except you have received seven promotions. [35 points] Noble - You are a member of the nobility. You were either awarded nobility, or

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Modificatio n Point cost +10 before the dice are rolled................ 3 +5 after the dice are rolled..................... 5

PHYSICAL FLAWS These flaws affect you physically. They may hinder your movement or prevent you from performing certain activities. Age - You have reached at least middle age for your race. You mustroll stat deterioration rolls each year. You are older, probably wiser, and a little slower. [-10 points]

Albino - You were born an albino. You have pale-white hair and skin, and your eyes

are pink. You can never blend into a crowd without a disguise, you are too conspicuous. You have no resistance to sunburn, and thus musttake many precautions against the sun. If you are in the sun without protection, you take 5 hits of damage per hour untilyou find shelter. [-10 points]

Anosmia - You have no sense of taste or smell. You cannot make any Awareness manoeuvres based on these two senses. [-3 points] Blind - You cannotsee. Any action you take that would require vision is at a -100 to

the manoeuvre. You can only move athalf your normal base rate unless you are in an area that is familiar to you. As a side effect, you receive a +10 to any Awareness manoeuvre based on sound, touch or smell. [-50 points]

Breaker - You tend to break equipment more often than would seem to be normal.

You either force it too much, or stress it to the point where it snaps. All breakage numbers for any equipment or weapons you use are automatically increased by one. Additionally, all strength checks you make for equipment or weapons are modified by a -20. [-20 points]

perature is above 80°F[-10 points]

Haemophilia - You suffer greatly from any bleeding attacks. All of our bleeding results are doubled due to your haemophilia. Any critical that states you take a number of hits per round or states that you are bleeding should have the hits per round (as indicated in the criticaldoubled). [-20 points] Inner Ear Problem - You suffer from a rare inner ear problem that makes you sensitive to water and pressure changes. Whenever itis raining or your head is underwater, you will be deafened. See the Deaf physical flaw for details on deafness. The deafness lasts for d10 minutes. [-5 points]

Lack of Range - You have a difficult time targeting froma long range. All of your spell casting and missile fire ranges are halved. [-20 points] Locking Wrists - Every time you strike someone or something, there is a 5% (non-cumulative) chance that your wrists will become immobile. While they are locked you are at -100 to any action that uses or requires wrist movement. Your wrists will return to normal after d100 minutes. There is nothing you can do to restore your wrists before they unlock themselves. [-10 points]

Loss of Vision - You may suffer temporary blindness whenever you are struck in

the head. Any time you receive a blow to your head, there is a 5% chance that you will be blinded for d10 minutes, after which your vision will return to you normally. See the Blind physicalflaw for more information on blindness. [-15 points]

Mute - You cannot speak. Any communication you make with someÿone else must

Cold Sensitive - You are abnormally sensitive to the cold. The colder it gets, the

be non-verbal. You may write or use sign language for any communication you want with another person. It is strongly recommended that the player not speak to other players to simulate the character’s muteness. [-25 points]

Colour Blind - You are completely colour blind. Everything is white, black, or a

Nose Bleeds - You suffer from nose bleeds caused by changes in altitude. For every 1000’above sea level, you operate ata -5 to all of your actions (frompressure in your head as well as a bleeding nose). If you remain above 1000’ for more than an hour, you starting taking 1 hitof damage per minute from the constant bleeding. The bleeding and pressure subside when you go lower than 1000’. [-10 points]

more you suffer from the cold’s effects. When the temperature is lower than 40°F, you suffer a penalty to all of your actions. You suffer a penalty of -1° for every 1 the temperature is below 40°F [-10 points]

shade of gray. This is more of a nuisance than a serious flaw, but it can cause problems. [-5 points]

CommonAllergy (minor) - You have an allergy to a common substance (like pollen) that appears seasonally. You may choose what you are allergic to (subject to the GM’s approval). When you are exposed to what you are allergic to for more than one minute, your eyes start to water and your nose runs. While this is happening, you are at -20 to all of your actions. This will last for d100 minutes after you have left the vicinity of the cause. [-10 points]

Not Graceful - You are relatively ungraceful in your movements. You receive a

CommonAllergy (major) - As Common Allergy (minor), except the allergy is

Off Balance - You have a poor sense of balance. You have a special penalty of -30 to all of your Stalking manoeuvres. You also receive a special penalty of -30 to all Manoeuvres that involve balance. [-20 points].

to something that is common and is present year round. [-15 points]

Complete Klutz - You are not coordinated enough to effectively use the martial

special penalty of -10 to all of your moving manoeuvres. [-20 points]

Not Subtle - You are not very quiet or subtle. You receive a special penalty of -10 to

all of your skills in the Subterfuge Stealth category. In addition, you receive a special penalty of -15 to any Stalking or Hiding manoeuvres. [-15 points]

Crippled (minor) - You have lost some mobility because you are crippled in one

One Arm(minor) - You have only one hand. You may choose which hand you have lost subject to GM’s approval. You are assumed to have developed proficiency in your one remaining hand, even if it was not your original hand preference. You cannotfight with two weapons at once, or with a shield. Climbing is very difficult, as is putting on armour. [-15 points]

Crippled (major) - As Crippled (minor), except you have actually lost a leg. You

One Arm (major) - As One Arm (minor), except you have lost the whole arm. The GMshould rule on how this affects you. [-20 points]

arts. Your MartialArts skill group suffer a -25 penalty. [-20 points]

leg. Your movement is reduced by half. You receive a -10 to all melee OBs due to your impaired mobility. You suffer a penalty of -3 to your Qu bonus. [-10 points]

can only move at 25% of your normal Base Rate. You must use some form of support (e.g., either a false leg, a crutch, etc.). Your melee OB is reduced by -25. You suffer a penalty of -5 to your Qu bonus. [-20 points]

Crippled (greater) - As Crippled (minor), except you have lostboth of your legs.

Your movement is 10% of your normalBase Rate. You must find some other form of mobility to move around, a wheelchair, levitation, anti-gravity chair, etc. You cannot effectively fight in melee combat. You suffer a penalty of -7 to your Qu bonus. [-30 points]

Deaf - You are completely deaf. You can hear nothing at all. You operate at -100 to all actions that require hearing. All of your starting spoken languages are reduced by 2 ranks. Spoken languages are now classified as Restricted skills for you. [-20 points] Deep Sleeper - You sleep very deeply, especially during the first hour of rest. You cannot be awakened during your first hour of sleep, no matter what occurs around you. In certain rare circumstances, the GM may allow a drastic action to awaken you from your deep slumber. After the first hour, you may awaken but suffer a -25 penalty to yourAwareness manoeuvre to awaken. [-10 points] Epileptic - You have a severe case of epilepsy. Whenever you are Subject to a very

stressful situation (GM’s discretion), you must make an RR versus a Fear attack at 10th level. If you fail, you are subject to an epileptic fit. You lose your ability to think and speak clearly. Your body starts having violent shakes. Anything you are holding in your hand will failto the ground. The seizure will last for 2d10 minutes. Once you stop convulsing, you willhave spent4d10 exhaustion points. [-30 points]

Fragile Wrists - Your wrists are susceptible to sprains. When you leap, fall, climb,

hang, throw an object, or attack with a melee weapon there is a 2% (non-cumulative) chance that you will sprain your wrists. If you sprain them, you will be stunned for d10 rounds, and operate at -50 for d10 days. [-5 points]

Hard of Hearing - You have a difficult time hearing things. Awareness manoeuvres based on hearing are made at -20. [-10 points] Heat Sensitive - You are abnormally sensitive to heat. The hotter it gets, the more you suffer from the heat’s effects. Whenever the temperature is more than 80°F you suffer a penalty to all of your actions. You suffer a penalty of -l for every 1°the tem-

One Eye - You have lost one of your eyes. You may cover the eye with a patch,

have a glass eye, or some exotic alternative. You fire missile weapons with a special penalty of -25 (due to your loss of depth perception). [-15 points]

Pain intolerant - You have a low pain threshold. Every time you take damage, you

must make an RR versus your own level, modified by triple SD bonus and by the number of concussion hits (as a negative modifier to the RR). If the RR fails, you fall unconscious. [-15 points]

Physical Investment - Every time you cast a spell that is 5th level or higher, you take a number of concussion hits of damage equal to twice the number of PPs spent. There is no way you can avoid this damage, but it does heal normally. Non-spell users may notselect this flaw. [-7 points] Poor Eyesight (minor) - You have poor eyesight, but you have some means of correcting it that is not permanent (e.g., glasses, etc.). You are either near-sighted or farsighted. You may choose which you are when you purchase this flaw. If you are near-sighted, you receive a -30 penalty to all of your missile attacks. If you are farsighted, you receive a -30 to allof your melee attacks. [-10 points] Poor Eyesight(major) - As Poor Eyesight (major), except that you do nothave a means of correcting it. [-20 points]

Power Burn - You receive damage for every spell you cast. For each Power Point you expend, you receive 1 concussion hit of damage. [-10 points]

Rain Trauma - You are adversely effected by the rain. For each four hour period it rains and you are not in a completely enclosed area (no windows, covered up, etc.) you must check to see if you lose your voice. Roil d100 and add 25. If your total is greater than 100, you have lost your voice for d10 hours. [-5 points]

Short of Breath (minor) - You have fewer exhaustion points than your stats would dictate. Calculate your Exhaustion Points normally, then reduce them by 10%. [-5 points] Short of Breath (major) - As Short of Breath (minor), except reduce the normal

amount by 25%. [-10 points]

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Short of Breath (major) - As Short of Breath (minor), except reduce the normal

MENTAL FLAWS

Sloth - You are slow in combat. Your moves are obvious, awkward, and weak. You

These flaws change the way you perceive the world. Everyone is a little neurotic, you are just more so. Absent Minded - You have a hard time paying attention to someÿthing that is not

amount by 50%. [-15 points]

receive a specialpenalty of -5 to your OB, DB, and your initiative rolls. [-20 points]

Slow - You are slower than normal. Your Base Movement Rate is reduced by 25%. [-7 points]

Slow Healer - You are a slow healer. All healing times for allkinds of wounds you receive are doubled. [-15 points]

Spasm - You suffer from uncontrollable spasms. Whenever you roll an unmodified

66, you experience a spasm. While you are having a spasm, you take d10 concussion hits of damage and are stunned for d10 rounds. [-10 points]

Stutter - You have a speech impedimentthat makes itdifficultfor you to speak. Any skill that requires speech will suffer a special penalty of -50 (i.e., -50 to Duping, Public Speaking, Trading, etc.). [-10 points]

TenderSkin - Whenever you wear metal (including armour), your body breaks out in a rash. The rash is itchy and painful, causing a -10 penalty to all of your actions while you have the rash. The rash stays until you remove the metal and then lasts another d10 hours after you have removed the armour. There is nothing that can preventyour allergic reaction to metal armour. [-10 points] Tired Legs -Your legs are significantly weaker than a typicalmember of your race. You cannot walk more than 5 hours without resting for at least 2 hours. If you walk for more than 5 hours, there is a 25% chance that each of your legs will develop cramps (roll once for each leg., If they cramp, they willstay cramped for 2d10 hours, and be completely useless during that time. [-7 points] UncommonAllergy - You have an allergy to an uncommon object (e.g., conifer-

ous plants). You may choose what you are allergic to (subjectto the GM’s approval). When you are exposed to the substance for more than one minute, your eyes start to water and your nose runs. While this is happening, you are at -20 to all of your actions. This will continue for d100 minutes after you are no longer exposed to the substance. [-5 points]

Uncontrollable Strength - You have great strength at times, but you have a very

difficult time controlling it. Whenever you are in an extreme emotional state (love, happiness, hate, etc.) there is a 10% chance that you will receive triple your normal St bonus for one round. You use this strength whether you wish to or not. You could maul an enemy, or break the ribs of a friend while hugging him. You often crush or break things without meaning to. You cannot choose when to get this bonus. [-10 points]

Uncoordinated - Whenever you fail a manoeuvre, no matter what it is, you receive an ’A’ Unbalancing critical. [-7 points] Unhealthy - You are particularly susceptible to a certain disease that causes your body to swell up and you to feel ill. Every week there is a 2% chance that you will develop symptoms of this disease. While suffering from this disease you will be at 20 to all your actions due to the swelling, and your Appearance and Presence temporary stats willbe halved. After d10 days, the swelling and sickness go away (your stats willreturn to normal). [-10 points] Unique Looks (lesser) - You have a very unique look. Something is significantly

different about the way you look. This willcause people to recognize or describe you much easier. You might be disgusting to look at, or people might view you with a sense of awe. You may choose what makes you look distinctive, but it must be unique, describable, and in some way, limiting. The GM must approve any unique look. What is unique is different for each game world. Most people in a fantasy world might not be too surprised to see an Orc, but one in modern day would certainly cause quite a scene. While you are unique in your appearance, your uniqueness is relatively easy to conceal. [-5 points]

Unique Looks (minor) - As Unique Looks (minor), except you must use a disguise to conceal your unique looks or it causes an immediate reaction (usually negative). When not disguised, you must subtractd10 from your Appearance, [-10 points] Unique Looks (major) - As Unique Looks (minor), except you cannot conceal your looks, or there is an immediate and extreme reaction to them. Subtract 2d10 from your Appearance. [-15 points] Unwakeable - You are extremely difficult to wake up. You cannot be awakened while you are sleeping (or meditating). In addition, you have to sleep (or meditate) at least 6 hours every night. If you are somehow (perhaps magically) awakened before receiving a full 6 hours of sleep, you will be at -10 for every hour less than 6 you.slept. [-15 points] Weak Physique - You do not have much body mass. Your progression for Body

Development is reduced by 3 points at each stage. For example, if your normal progression was 0 6 5 4 3, your actual progression is -3 3 2 1 0. [-20 points]

Weight intolerant - You are very intolerant of the weight that you carry. All of your encumbrance penalties are doubled. [-15 points] Wimp - You are, quite frankly, a wimp. You suffer a special -20 penalty to all of the

skill categories in the Athletic group, receive a -2 to your St bonus, and also have 25% fewer exhaustion points than normal. [-20 points]

140

immediately threatening. You are intensely interested in one Item or idea, then you get distracted and focus on something else. You tend to ignore your surroundings when something has attracted your attention. You tend to forget things. To find an item you misplaced, or recall a conversation you recently had, you must roll 1d100 (open-ended) modified by your Me bonus. If the result is over 100, you are successful. If you fail this roll, you cannot remember. You should role play this flaw at all times. Remember thatyou are neither dumb nor slow, you just have a short attention span and poor concentration. [-10 points]

Addiction/Simple (common) - You are addicted to a common substance (e.g., alcohol, etc.) that has an Addiction Factor of 5 or less (see Gamemaster Law for more information on addiction and withdrawal). Your addiction starts as a Level 1 addiction to the substance. [-5 points]

Addiction/Simple (rare) - As Addiction/Simple (minor), except that the substance is notcommon or itis illegal. [-15 points]

Addiction/Mild (common) - As Addiction/Simple (minor), exceptthe Addiction Factor is 10 or less. [-10 points]

Addiction/Mild (rare) - As Addiction/Mild (minor), except that the substance is not common or it is illegal. [-20 points] Addiction/Serious (common) - As Addiction/Simple (minor), except the Addiction Factor is 20 or less. [-15 points]

Addiction/Serious (rare) - As Addiction/Serious (minor), except that the substance is notcommon or itis illegal. [-25 points]

Addiction/Harmful (common) - As Addiction/Simple (minor), except the Addiction Factor is 30 or less. [-20 points]

Addiction/Harmful (rare) - As Addiction/Serious (minor), except that the substance is notcommon or itis illegal. [-30 points]

Addiction/Fatal (common) - As Addiction/Simple (minor), except the Addiction

Factor is 50 or less. [-30 points]

Addiction/Fatal (rare) - As Addiction/Serious (minor), except that the substance is notcommon or it is illegal. [-40 points]

BadTemper - You have a great tendency towards violence when you are dealing

with a stressful situation. Whenever you are insulted or offended, or under stress, you may respond with a violent attack. Roll d100 (open-ended), add 40, and subtract triple your SD bonus. If the result is greater than 100, you have lostyour temper. You must respond to the situation in a violent, although not necessarily fatal, action. It takes approximately d10 rounds of quietfor you to calm down and regain your composure. [-10 points].

Battle Confusion - Whenever more than one foe is fighting you at a time, you must make an Observation manoeuvre each round. If you fail this roll, you may take no action thatround. [-15 points]

Blood-Guilt - You experience guiltand become depressed any time you cause the death or injury of a human or humanoid race. You are reluctant to enter combatwith them. If you harm or kill a humanoid, you will operate at a -25 for the next d10 days while you deal with your guilt. [-10 points] Bloodlust - Whenever you are in a fight, you want to see your foes die. You always use lethalforce, even in a bar fight. You make sure a defeated foe is dead, even if they already seem to be. You do not necessarily have a short fuse you could be a calm individual. When you enter combat, however, you go for the throat. If there comes a time when you must accept a foe’s surrender, you must roll d100 (open-ended) and add triple your SD bonus. If your total is greater than 100, you may preventyourself from killing him. [-10 points] Chivalrous - You must fight in an honourable and chivalrous manner. Your whole code of ethics is based on doing what is honourable and right. You will always fight fair. This includes returning a weapon to a foe if they lose it, dismounting if your foe is not mounted, and never attacking people frombehind. You always maintain a high standard of courtesy. [-10 points] Code of Honour - You have set rules that govrern your actions. These rules are enforced only by yourself. It is a code you try to live up to. As there are many types of codes, you may choose what kind of code you follow (subject to GM approval). For example, you may always support the underdog even if you do not agree with them. If there are any enemies of yours who know of your code, they could use it against you, forcing you into a situation that you would rather avoid. You cannot do something against your personal code. If you do, you will face a serious crisis of belief. Your code of honour must contain at least three situations, and your actions in those situations. For example, a thief might only steal from people who can afford to lose money, never betray an honourable foe, and always bestow rich gifts on a lady, [-5 points] CompulsiveBehaviour - You have a behaviour that you must indulge in as often as possible. You may choose your behaviour, subject to the GM’s approval. You like to spend a lotof time on your behaviour, and a considerable amount of your income.

If a time comes when you want to avoid your compulsive behaviour, you must roll d100 (open-ended) and add triple your SD bonus. If the result is greater than 100, you may avoid your Compulsive Behaviour. [-5 points]

theirAppearance, add triple your SD bonus, and subtract 50. If the result is over 100, you may stop yourself frommaking a pass. [-10 points]

Delusionary (lesser) - You suffer from delusions. This delusion is mostly minor

lieve that it has been predestined that you complete your goal. And your goal is no trivial task. You may choose whatever goal you wish (subject to the GM’s approval) but your goal must be grandiose. You will not let anything stand between you and your goal. People around you consider you to be much to concerned with yourself. After talking with you for even a few minutes, they should realize your megalomania. [-10 points]

(e.g;, the planet is fiat). The GM mustapprove any delusion, and you must role play it every time a momentbecomes available. [-3 point]

Delusionary (minor) - As Delusionary (minor), except the delusion is one that will affect your life quite dramatically, but does not prevent you from functioning in society. [-10 points]

Delusionary (major) - As Delusionary (minor), except that the delusion has potentially fatalrepercussions. [-15 points]

Disavowed Weapons - You have vowed not to use weapons. You receive a -15 penalty to all of your skill categories in the Weapons group. [-20 points]

Easily Charmed - You are particularly vulnerable to all mind affecting spells

(spells with a sub-type of “m”). Whenever you are the target of those spells, your RR is modified by -50. This includes special attacks and spell devices that cause-aneffect similar to any spell that has a sub-type of “m”. [-15 points]

Easy Mark - You are easy to hit when being ambushed. Whenever someone uses

Ambush against you, they receive a +25 to their Ambush skill manoeuvre (and are treated as if they have an extra five ranks in theAmbush skill when they are adjusting the critical result). [-20 points]

Megalomaniac - You believe strongly that you will fulfil a certain goal. You be-

Memory Loss - You suffer from occasional memory loss. Once per month for a

period of one week, you will experience a random memory loss. You will lose d10 hours of memories each day for the entire week. When the week is finished, your memories will gradually start coming back; d10 hours of memories every d10 days. Actions taken during the period of memory loss can gain no experience points. The GM should determine exactly whatyou forget and when in the month your memory starts to go away. [-15 points]

Minor Fear (lesser) - You have a fear of one uncommon thing (dragons, ogres,

etc.) subject to the GM approval. Whenever you encounter that which you fear, there is a 50% chance thatyou immediately turn and flee. If you do not flee, there is a 25% chance that you will fallunconscious for d10 hours. While you are unconscious, it is almost impossible to revive you. [-5 points]

Minor Fear (minor) - As Minor Fear (major), except the thing you fear is common (e.g., women). [-10 points]

Fanatic - You believe very strongly in one ideal or person. This could be a ruler, a

Passive - You are passive, especially concerning combat. Whenever you are involved in a fight, you receive a special penalty of -15 to your OB until you get “worked up.” At the end of every round, you may roll to see if you are worked up. Roll d100 (open-ended), add 20, and add triple your SD bonus. If the result is over 100; you have succeeded in working yourself up. You may not use the Frenzy skill while you are passive. [-10 points]

Fear ofArmour - You have a severe dislike of armour. All skills in the Armour group are now classified as Restricted skills. [-20 points]

Phobia (lesser) - You have a phobia, an irrational fear of something. Whenever

loved one, a country, or a religion. This faith is more important to you than anything else, even to fault. You will probably not notice any failings in what you believe in, and you may even be willing to die for it. You follow the code or commands of what you believe in faithfully and fanatically. You can see no greater way to serve what you believe in. [-10 points]

Fearlessness -You fear nothing. In fact, you consider planning or waiting to be cowardly. You would rather pull out your weapon and charge headlong into battle. Whenever you find yourself in a combat situation, roll d100(open-ended); add 40 and subtract triple your SD bonus. If the result is greater than 100, you will charge into combat without regard for either your or any one-else’s safety. [-10 points]

you are confronted with your phobia you must make an RR versus a 10th levelFear attack. If you fail, you become paralysed with fear for one round per 10% failure. If you mustinteract with whatever is causing your phobia (e.g. fighting something you have a phobia of or swimming when you have a fear of water), all of your actions suffer a special penalty of -25. You may choose what you are afraid of (subject to GM approval). The thing you are afraid of willonly be encountered occasionally (Or will not require you to interact with it very much; e.g., fear of the number 13, or the fear of mechanical devices in a medievalsetting). [-5 points]

Fear of Magic - You fear magic. You either do not understand how it works, or you believe that it is something man was not meant to use. Consequently, you can have no base lists, and you cannot learn any spell lists except for Open spell lists of your realm. You may learn no spells higher than 5th level. [-20 points]

Phobia (minor) - As Phobia (minor), except the thing you fear will be encountered

Glutton - You like to eat and drink. You will never willingly pass up a meal offered

almost daily (e.g., the fear of water, crowds, bladed objects, etc.). [-15 points]

to you. If itis necessary for you not to eat, you must roll d100 (open-ended) and add triple your SD bonus. If your result is less than 101, your will breaks and you start eating and drinking as much as possible. If there is no food available, you may change your opinion of what is edible and tasty. You are also overweight. Some social circles may look down on your avarice for food. [-3 points]

Greedy - You lust after wealth; you can never have enough money. Any time a

chance to make more money becomes available to you, you must roll d100 (openended) and add triple your SD bonus. If the result is over 100, you can pass up the opportunity. You will probably not hesitate if the money-making activity presented to you is shady. [-10 points]

Impulsive - You tend to act first and think later. You do not wait around for events

more often (e.g., the fear of heights or the fear of enclosed spaces). [-10 points]

Phobia (msjor) - As Phobia (minor), except the thing you fear willbe encountered Poor Concentration - Due to your short attention span, anything you must con-

centrate on for more than half a minute (most uses of the Lore category, some spells, loading artillery, complex rituals, etc.) is penalized by -25. [-10 points]

Pyromaniac - You have an irrational attraction to fire. You like to watch it burn,

smell the smoke, feel the heat. You will set fires whenever possible, and you will occasionally feel the urge to set a fire without reason. If you want to resist your urge for setting a fire, you must roll d100 (open-ended) and add triple your SD bonus, if the result is over 100;you may resist the urge to starta fire. You can become hypnotized by a fire, and will always stop to appreciate any fire that you come across. You receive a +50 bonus to starting a campfire. [-5 points]

to unfold themselves, you charge into the fray and see what happens around you. You almost never think your decisions through. You just take life as it is sent to you. You should try hard to accurately role play this flaw. If you charge into every combat, but carefully check each door or wall for traps, the GM may invalidate your impulsiveness. [-13 points]

Queasy - Any time you see blood or gore, it makes you uneasy. Each time you even glance at something gory, you must roll d100 (open-ended) and add triple your SD bonus. If the result is less than 101, you will operate at a -30 until you can getaway from the scene. [-10 points]

indecision - You are indecisive. Your indecisiveness shows most when you are

you must indulge your sadistic habits. You may conceal your weakness from close friends for a little while, but eventually they start to notice the pain you inflict on those around you. People react negatively to a known sadist, many will want to see you burned at the stake. Please note that this is not a “good” or “heroic” flaw for you to possess. It is more suitable for a truly evil character, The GM may prohibit characters from choosing this option. [-15 points]

forced to make a snap decision. You suffer a -50 penalty to all of your snap actions due to your inÿdecisiveness, instead of the standard -20. [-20 points]

Intolerance (lesser) - You have a deep irrational hatred for some type of person. The GM must approve what it is you are intolerant of. Whenever you see what you are intolerant of you musttry to show your distaste for whatever it is. You are intolerant of a small group of people (up to 100,000). [-5 points] Intolerance (minor) -As Intolerance (minor), except you are intolerant of a large group of people (over 100,000). [-10 points]

Kleptomaniac - You have an irrational compulsion to steal whenÿever the opportunity presents itself. What you steal is irrelevant. It does not have to be of value, or interest to you. Whenever circumstances favour stealing, you must roll d100 (openended) and add triple your SD bonus. If the result is less than 101, you must steal the closest itemthat you can hide on your person. You can never return stolen items, nor may you discard them. You may, however, give them to another person, or even sell them. [-15 points] Lecherous - You have a very strong desire to interact with the opposite sex. Any

time you see an attractive member (Appearance greater than 50) of the opposite sex, you must try to allure them to you, no matter what else is happening. This could lead to a serious breech of etiquette, but you cannot help yourself. If you feel the need to restrain yourself from seducing someone, you must roll d100 (open-ended), subtract

Sadist - You enjoy causing pain, either mentally or physically. Whenever you can

Sense of Duty (lessser) - You feel that you have a responsibility towards someone

or something. This is an internal feeling, one you have placed upon yourself. You will never betray, harm, or mislead those to whom you have a Sense of Duty. Your Sense of Duty is towards a close friend or small group [-5 points]

Sense of Duty (minor) - As Sense of Duty (minor), except you have a Sense of Duty towards a large group or organization (a town or city). [-10 points]

Sense of Duty (major) - As Sense of Duty (minor), except you have a Sense of Duty towards a country or equally large group, [-15 points]

Split Personality - You have fromone to three additionalpersonalities. Your phys-

ical attributes like height, weight, and hair colour do not change. Your non-physical attributes can all be different, as well as each of their professions. The alignment, personality, and level can vary among personalities. Each of the personalities earns experience separately; you must keep track of which personality perÿformed which actions so you can award the appropriate experience to each personality. You and the GM must decide whattriggers the change in your personalities. [-20 points]

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Stubborn - You are very stubborn. You want results your way, and even if you do

not get it, you will not change your mind. Your comrades may have to resort to duping you into doing whatthey need you to do. [-5 points]

Superstitious - You are superstitious, often reading omens into anything you en-

counter. You always observe the various good luck and bad luck practices of your culture. Your mood and morale are often affected by these omens. [-5 points]

Trauma (lesser) - You suffer from flashbacks that completely immobilize you for

Duty (minor) - You have a responsibility to a particular individual or organization. Whenever they call upon you to do s omeÿthing, you are duty-bound to cease everything you are working on and take care of the situation. A duty is something imposed upon you from the outside, not something you feel you have to do (i.e., a Sense of Duty). You may determine exactly who or what you have a duty to, but the GM must approve it. Once per month, the GM will make a roll to determine if you are called to duty during that month. The percentage chance that you will be summoned is 25 %. [-5 points] Duty (major) - As Duty (minor), except the chance of being summoned is 50%. [-

d10 minutes. The trigger for these flashÿbacks is something uncommon. You may pick what triggers your flashbacks (subject to GM approval) but itshould be at least loosely connected to the trauma that causes your flashbacks. If you are attacked while immobilized, any hit that delivers a critical to you willcause you to snap out of your trance. [-5 points].

10 points]

Trauma (minor) - As Trauma (minor), except what triggers your flashback is a

not roll on the attack spell fumble table. Instead, the spell affects one of your allies. The GMrandomly determines who it affects, and the friend may make a normal RR. If there are no friends within the range of the spell, then roll a failure normally. [-10 points]

common occurrence (e.g. a ringing bell). [-10 points]

Trauma (major) - As Trauma (minor), except what triggers your flashback is a very common occurrence (every time a horse rides by). [-15 points] Truthful - You cannot lie. Either there is some physical reason why you cannot lie,

or you are so terrible at it that anyone instantly knows when you are lying. The Duping and Falsification skills are classified as Restricted for you. You also cannot just refuse to tell the truth. If you are ever in a situation in which you do not wish to speak, for fear of revealing some truth, you must roll 1d100 (open-ended) and add triple your SD bonus. If the resultis greater than 100, you may prevent yourself from spilling outthe truth. This is nota vow to always tellthe truth, this is an actual inability to lie. [-5 points]

Vow (lesser) - You have taken a vow either to do or not do someÿthing. This is a

vow that you believe in very strongly and has been sealed through some formal ritual. Your vow may end after a certain task is accomplished (avenge the death of your parents) or may be life-long (vow of silence). You cannot take a Vow to accomplish some task and also take the same task as your Lifetime Goal (see the appropriate Talent). You must always follow your vow. If you do not, you will penalized by the GM. The vow you have made will not inconvenience you much in your daily activities (e.g., giving 10% tithe to the church, showing respect towards politicians, or never wearing black clothes, etc.). If you fail to fulfil a vow at any time, some calamity will fall on you. The severity of the calamity depends on the severity of the vow you took. The Gamemaster must give the final approval for any vow you wish to take. [-3 points]

Vow(minor) - As Vow (lesser), except the vow will affect you on a daily basis, but not prohibit you from functioning fairly normally (e.g., chastity, eating no meat, never sleeping in a covered area, etc.). [-7 points]

Vow(major) - As Vow (lesser), except the vow will affect you often during a typical day. Most people will become aware of your vow after only being with you a few hours. This vow also limits you in some significant way (e.g., never using edged weapons, never keeping more money than needed to clothe yourself, never speaking, etc.). [-15 points] Vow (greater) - As Vow (lesser), except the vow will affect almost every one of your decisions. People will become aware of your vow quickly, and can use it to manipulate you into performing or preventing a particular task (e.g., aiding those who ask, challenge all who wrong you, fight wit ha lesser weapon than your foe, etc.). [-20 points] Weapon Bane - All weapon skills (except skills in your primary weapon category)

Duty (greater) - As Duty (minor) exceptthe chance of being summoned is 75%. [15 points]

Friendslayer - Whenever you are casting an attack spell and the spell fails, you do

Lack of Scope - You have difficulty controlling the scope of your spells. The area

of effect for each of your spells is halved (rounded up). For example, a spellthat can affect one person will still affectone person; but spell thathad a 10 foot radius would be halved to a 5 foot radius. This only affects spells with an Area of Effect with a radius or # of targets. [-20 points]

Lack of Time - You have difficulty making your spells last as long as they should. All of the spells you cast have their duration reduced in half (rounded up to the nearestround). [-20 points]

Magic Allergy (minor) - You have a severe allergy to magic. You may choose the

realm thatyou are allergic to. Whenever you try to use magic from that realm (either spells or magicalitems), there is a 50% chance that you will drop to the ground in a convulsion. While you are convulsing, you can an perform no actions. The convulsions last for d10 rounds, after which you may act normally. If you are near someone (within 10’) who uses a magic itemor casts a spell fromthe realm you are allergic to, there is a 10% chance thatyou willfall into a convulsion. [-10 points],

Magic Allergy (major) - As MagicAllergy (minor), except applies to magic from two differentrealms. [-20 points]

Magic Allergy (greater) - As Magic Allergy (minor), except applies to magic from three realms. [-40 points] Magically Susceptible - You are particularly susceptible to magic. You may choose how vulnerable you actually are and to which realms your vulnerability extends. You may receive a -25 penalty to your Resistance Roll for spells from one particular realm (you choose), or you may receive a -15 penalty to your Resistance Rolls fromall spells and spell devices. [-15 points] Magically Vulnerable - You are especially vulnerable to magic. Any spell cast with you as the targetreceives a modifier of‘+10 to its roll (either the BAR or EAR). [-10 points] Magic Bane - You have a difficult time learning spells. Allskills in the Spell group are classified as Restricted skills. [-20 points] Poor Control - When you cast a non-attack spell that fails, you must roll on the

Attack spell Fumble table. If you cast an attack spell that fails, you must add 10 to your spell failure roll. [-7 points]

are now classified as restricted for you. Your primary weapon category is the one with the cheapest developmentpoint cost. [-15 points]

Power Blind - You are partially blind to the power around you. You receive a -10

SPECIAL FLAWS

Power Drain - You drain power from spelladders and multipliers. Any spell adder

Now and then, something truly bizarre occurs to a person. This has happened to you. Dark Temptation - You have learned one evil spell list up to 50th level. To receive the knowledge of this list, you had to consort with dark and evil things. You have become tainted by this evil and are forever tempted to the “Dark Side”. The GM will control the details, butyou are constantly in a spiritualbattle between whatyou know is good and the evil inside of you. You begin the game with 10d10 corruption points, and all corruption points gained later are doubled. [-10 points]

Dependent (minor) - You have a person in your life that you deeply care about.

This dependent may be used against you in order to persuade you to do something you would normally be against. In addition, your dependent could inadvertently walk into a situation that requires you to rescue them. For instance, your child could follow you into a haunted house wanting to see what you are doing. Your dependent requires you to protect him in some way (to be a disadvantage). A family that stays at home in the country, free from harm is not a dependent. Nor is your brother who happens to be the greatest swordsman in the Northern plains. If they are able to protect themselves, they are not dependant's. Your dependent is a single person of average ability. [-5 points]

Dependent (major) - As Dependent (minor), except you have more than one dependent, or you have one person who has below average capabilities. [-10 points]

Dependent (greater) - As Dependent (minor), except you have more than one dependent and they allhave below average capabilities. [-15 points]

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penalty to the Power Awareness category. [-10 points]

thatyou use has its pluses (or class if you are using the Treasure Companion) reduced by one. For example, if you were in possession of a +3 adder, in your hands it would act as a +2 adder. Also, any multiplier you use will have its multiplier reduced by one, so a x2 multiplier becomes a x1 multiplier. The power in the adder and multiplier will return immediately when it is given to someone without this flaw. [-20 points]

Power Leakage - You cannot store power like most people. Your power point progression is lowered by two points. For example, if your normal power point progression is 0 6 5 4 3, your actual progression is -2 4 32 1. [-20 points]

Repulsive Habit (minor) - You have a habit that is considered repulsive by the

majority of society. You may choose the habit (subject to the GM’s approval). You must make a conscious effortto perform this habit whenever possible. When people notice your habit, they will tend to regard you with disdain, possibly loathing. Your habit annoys people, but does not disgust them. This habit could range from always boasting loudly to allaround you, to having bad breath, to relieving your self in public. Again, the GMhas the last say on any habit. [-5 points]

RepulsiveHabit (major) -As Repulsive Habit (minor), exceptpeople are disgus-

ted by your habit. [-10 points]

Repulsive Habit (greater) - As Repulsive Habit (minor), except your habit makes everyone in the roomget up and leave. [-15 points]

Rival/NPC (minor) - You have a rival. Your relationship to this rival and what caused you to become rivals are up to you. Your rivalry could be romantic, professional, or personal. Whenever possible, your rival willdo his best to out do you, even

hinder you. This rivalry is rarely, if ever, violent. Both of you respect each other too much to kill one another. You will even endanger yourself and your comrades if it gives you the chance to out do your rival. The rival is either a personal, romantic, or professional rival. The GMmustapprove all rivalries. [-5 points]

Rival/NPC (major) - As Rival/NPC (minor), except the rival is some combination of personal, romantic, and/or professional. [-10 points]

Rival/NPC(greater) -As Rival/NPC (major), except the rival has an upper hand in the rivalry (either due to status or some other advantage). [-20 points] Rival/PC(minor) - As Rival/NPC (minor), except the rival is another player character [-10 points]

Rival/PC(major) - As Rival/NPC (major), except the rival is another player character. [-15 points]

Rival/PC (greater) - As Rival/N PC (greater), except the rival is another player

character. [-25 points]

Secret (minor) - You have a secret that if discovered will cause you much embarrassment, pain, or even death. You may choose the actual secret you are keeping and it can be related to another flaw you have. You also may choose what could happen to you if the secret was revealed. The GM must approve all secrets. You must do your best to keep your secret; you are terribly embarrassed about the situation and will do whatever it takes to keep it quiet. If the secret were found out, it would cause you great embarrassment. [-5 points] Secret (major) - As Secret (lesser), except if the secret is discovered, it would

cause you to be either exiled or imprisoned or it would cause you to be injured severely (butnotkilled). [-10 points]

Secret (greater) - As Secret (lesser), except if the secret is discovered, it would cause your death. [-15 points]

Secret Identity - You have an alternate identity that you keep hidden from the general public. You actually lead a double life, one as yourself and one as your alterego. You also have a group of people who are interested in who you really are, thus making you cautious about who you disclose your identity to. The GM must ascertain that there is really a need for a secret identity, or that there is someone or something that cares about the character’s real identity. [-10 points] Stat Penalty (minor) - You receive a special penalty of -3 to a random stat. [-10 points]

Stat Penalty (major) - As Stat Penalty (minor), except the penalty is -5. [-20 points]

Stat Penalty (greater) - As Stat Penalty (minor), except the penalty is -8. [-30 points]

TerribleLuck - When ever you roll a 01 the action you are attempting fails in the most complete way possible. Equipment you are using breaks (magic items get a RR); you fall and injure yourself, virtually anything the GM can conceive. The only restriction is that whatever happens cannot be instantly fatal. For example, a rope you are climbing could break, provided that there was a way; no matter how small, that you could survive the fall. [-10 points]

The Slain - You have a special vulnerability to a particular race. The GM chooses

the race you are vulnerable to, but it cannot be your own. You may be vulnerable to the “half” race of your race (i.e., an elf may be vulnerable to half-elves, etc.). Whenever you receive a critical fromsomeone of that race, the critical is resolved as a Slaying critical. Needless to say, you tend to avoid that race whenever possible. [20 points]

Unlucky - You have bad luck. All of your fumble/failure ranges are increased by

one. For example, in normal manoeuvres; you will fumble on a result of 01 to 06 (instead of 01 to 05). [-10 points]

Unmagical - You are naturally unmagical. You receive a soecial penalty of -10 to

all spell casting static manoeuvres, BARs, EARs, to the Power Manipulation category and Power Awareness category. [-15 points]

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APPRENTICESHIP DEVELOPMENT After the early years of life, your character will develop his apprenticeship skills. Based upon his five “Development Stats”, your character receives a certain number of skill development points (DPs): DPs = (Ag + Co + M e+ Re + SD) ÷ 5 These DPs may be used to: • Increase the ranks of your character’s skills and/or skill categories. • Obtain training packages. • Obtain extra stat gain rolls.

STANDARD DP COSTS For your profession, each category has a standard development point (DP) cost associated with it. Each skill has a standard development point cost equal to the DP cost of its skill category. There are four types of development point costs: None - A few skill categories have a DP cost of “-“. The rank of one of these skill categories may not be increased by allocating DPs (e.g., Rogues have no base spell lists, so there is no DP cost for the Spells•Own Realm Own Base Lists” category). Single Number(#) - A skill or skill category with a single number DP cost may have its rank increased by one by allocating (i.e. expending) DPs equal to its DP cost. The rank of such a skill or skill category may only be increased by one during the skill development process (i.e., once each level advancement). Two Numbers(#/#) - A skill or skill category with a two number DP cost (e.g., 2/6, 3/7) may have its rank inÿcreased by one by allocating (i.e., expending) DPs equal to the first number or it may have its rank inÿcreased by two by allocating DPs equal to the sum of the two numbers. The rank of such a skill or skill category may be increased by a maximum of two during the skill development process. Three Numbers(#/#/#) - A skill or skill category with a three number DP cost (e.g., 3/3/3) may have its rank increased by one by allocating (i.e., expending) DPs equal to the first number or it may have its rank inÿcreased by two by allocating DPs equal to the sum of the first two numbers or it may have its rank increased by three by allocating DPs equal to the sum of the three numbers. The rank of such a skill or skill category may be increased by a maximum of three during the skill development process.

VARIABLE DP COSTS Some of the standard development point costs for your profession may vary based upon a number of factors.

VARIABLE DP COSTS FOR WEAPONS There are seven “Weapon Group” skill categories: Weapon •1-H Concussion Weap0n •1-H Edged Weapon •2-handed Weapon • Missile Weapon • Missile Artillery Weapon • Pole Arms Weapon • Thrown You may rearrange the DP costs for these skill categories. This arrangement is subject to GM restrictions and the race/culture restrictions outline for your culture/race. VARIABLE DP COSTS FOR SPELL USERS The DP costs for a spell list skill rank increasesÿbased upon the number of the rank being developed. In addition, there is a DP cost increase based upon how many

144

spell lists have already had ranks developed during the current level: • For the first five lists developed the DP cost is normal. • For the 6th through 10th lists developed the DP cost is doubled. • For lists beyond the 10th, the DP cost is quadrupled.

OCCUPATIONAL, EVERYMAN, AND RESTRICTED SKILL CATEGORIES Not all skills within a category are necessarily developed at the same rate. Because some races and/or professions develop specific skills at different rates, some specific skills might be designated as either Occupational , Everyman , or Restricted (e.g., dwarves might be good at most Athletic • Endurance skills, but Swimming is something they are not comfortable doing). • If a skill is designated as Oc cupational, for every rank developed, the character gains three ranks. A character cannot develop “part” of a rank to gain fewer than three ranks. • If a skill is designated as Everyman , for every rank developed, the character gains two ranks. Acharacter cannot develop “part” of a rank to gain fewer than two ranks. • If a skill is designated as Restricte d, for every two ranks developed, the character gains one rank. Note that the skill remains in its standard category (and the category is not affected in any way). Some skills are restricted by their very nature (these are indicated in italics on the skill category definitions). Unless a GM decides otherwise, the special skill-classifications (i.e., Occupational, Everyman, Restricted) specified for the professions take precedence over those specified for cultures and by the skill category definitions. Similarly, the special skill classifications specified for the culture takes precedence over those specified by the skill category definations. These classifications do not apply to skill ranks gained through training packages or adolescent skill development.

TRAINING PACKAGES During the apprenticeship skill development process, you may allocate DPs to obtain training packages for your character. Training packages provide the following: • Rank increases for skills and skill categories. • Extra stat gain rolls. • Certain special background details. Training packages are divided into two types: lifestyle (L) and vocational (V). Normally, a character may only develop one lifestlye training package. Each training package has a specific Development Point cost based upon your character’s profession. In addition, each training package increases your character’s age by a fixed amount; i.e., it takes time to train.

EXTRA STAT GAIN ROLLS During the apprenticeship skill development process, you may allocate DPs to get extra stat gain rolls (see RMSS page 36, section 7.3). For every 8 DPs allocated, you may make a stat gain roll for a stat of your choice.

MERP SKILL SUMMARY TABLE T-2.5

Skill Category

Applicable Stats

Skill Rank Bonus Progression

Skill Category Rank Bonus Progression

Armor • Heavy Armor • Light Armor • Medium Artistic • Active

St/Ag/St Ag/St/Ag St/Ag/St Pr/Em/Ag

Standard Standard Standard Standard

Standard Standard Standard Standard

Artistic • Passive Athletic • Brawn

Em/In/Pr St/Co/Ag

Standard Standard

Standard Standard

Athletic • Endurance

Co/Ag/St

Standard

Standard

Athletic • Gymnastics

Ag/Qu/Ag

Standard

Standard

Awareness • Perceptions Awareness • Searching

In/SD/In In/Re/SD

0•1•1•0.5•0 Standard

0•0•0•0•0 Standard

Awareness • Senses

In/SD/In

Standard

Standard

Body Development Combat Maneuvers

Co/SD/Co Ag/Qu/SD

See Table T-1.1 0•0•0•0•0 Combined 0•0•0•0•0

Communications

Re/Me/Em

Standard

Standard

Crafts

Ag/Me/SD

Combined

0•0•0•0•0

Directed Spells Influence

Ag/SD/Ag Pr/Em/In

Standard Standard

Standard Standard

Lore • General

Me/Re/Me

Standard

Standard

Lore • Magical

Me/Re/Me

Standard

Standard

Lore • Obscure

Me/Re/Me

Standard

Standard

Lore • Technical

Me/Re/Me

Standard

Standard

Martial Arts • Striking Martial Arts • Sweeps Outdoor • Animal

St/Ag/St Ag/St/Ag Em/Ag/Em

Standard Standard Standard

Standard Standard Standard

Outdoor • Environmental

SD/In/Me

Standard

Standard

Power Awareness

Em/In/Pr

Standard

Standard

Power Manipulation

Em/In/Pr

Combined

0•0•0•0•0

Power Point Development

realm stat‡

See Table T-1.1 0•0•0•0•0

Skills Plate Soft Leather, Rigid Leather Chain Acting, Dancing, Mimery, Mimicry, Play Instrument†, Poetic Improvisation, Singing, Tale Telling, Ventriloquism, Music, Painting, Poetry, Sculpting Athletic Games (Brawn)†, Jumping, Power-striking, Power-throwing, Tug of War, Weight-lifting Athletic Games (Endurance)†, Distance Running, Rowing, Scaling, Sprinting, Swimming Acrobatics, Athletic Games (Gymnastics)†, Climbing, Contortions, Diving, Flying/Gliding, Juggling, Pole-vaulting, Rappelling, Skating, Skiing, Stilt Walking, Tightrope-walking, Tumbling Alertness, Sense Ambush Detect Traps, Lie Perception, Locate Hidden, Observation, Poison Perception, Reading Tracks, Surveillance, Tracking Direction Sense, Situational Awareness†, Spacial Location Awareness , Sense Awareness†, Time Sense Body Development Blin d Fighting, Missile Deflecting, Mounted Combat, Quickdraw, Reverse Stroke†, Subdual, Swashbuckling, Tumbling Evas ion, Two-weapon Combat Two skills for each language (spoken & written)†, Lip Reading, Signaling Drafting, Cooking, Fletching, Horticulture, Leathercrafts†, Metal-crafts†, Rope Mastery, Scribing, Service, Sewing/weaving, Skinning, Stone-crafts†, Trapping, Wood-crafts†, and others One skill for each type of directed attack† Bribery, Diplomacy, Duping, Interrogation, Leadership, Propaganda, Public Speaking, Seduction, Trading Culture Lore†, History†, Fauna Lore, Flora Lore, Heraldry†, Philosophy, Region Lore†, Religion Artifact Lore, Divination Lore†, Dream Lore, Spell Lore Dragon Lore, Faerië Lore, Maiar Lore, Undead Lore, Xeno-lores† Disease Lore, Herb Lore, Lock Lore, Metal Lore, Poison Lore, Stone Lore, Trading Lore Boxing, Martial Arts Striking, Tackling Blocking, Martial Arts Sweeping, Wrestling Animal Handling†, Animal Healing†, Animal Ma stery†, Animal Training†, Driving†, Herding†, Riding† Caving, Foraging, Hunting, Star-gazing, Survival†, Weather Watching Attunement, Divination†, Power Perception, Read Runes Hea ling S ongs†, Spell Artistry, Spell Mastery†, Transcend Armor, Yava nna`s Song† Power Point Development

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MERP SKILL SUMMARY TABLE T-2.5

Skill Category

Applicable Stats

Skill Rank Bonus Progression

Skill Category Rank Bonus Progression

Science/Analytic • Basic Science/Analytic • Specialized

Re/Me/Re Re/Me/Re

Standard Combined

Standard 0•0•0•0•0

Self Control

SD/Pr/SD

Standard

Standard

Special Attacks

St/Ag/SD

Combined

0•0•0•0•0

Special Defenses

None

Combined

0•0•0•0•0

Spells • Other Realm Base Lists Other Realm Closed Lists Other Realm Open Lists Other Realm TP Lists Own Realm Closed Lists Own Realm Open Lists Own Realm Other Base Lists Own Realm Own Base Lists Own Realm TP Lists Subterfuge • Attack Subterfuge • Mechanics

realm stat‡ realm stat‡ realm stat‡ realm stat‡ realm stat‡ realm stat‡ realm stat‡ realm stat‡ realm stat‡ Ag/SD/In In/Ag/Re

0•1•1•0.5•0 0•1•1•0.5•0 0•1•1•0.5•0 0•1•1•0.5•0 0•1•1•0.5•0 0•1•1•0.5•0 0•1•1•0.5•0 0•1•1•0.5•0 0•1•1•0.5•0 Standard Standard

0•0•0•0•0 0•0•0•0•0 0•0•0•0•0 0•0•0•0•0 0•0•0•0•0 0•0•0•0•0 0•0•0•0•0 0•0•0•0•0 0•0•0•0•0 Standard Standard

Subterfuge • Stealth Technical/Trade • General

Ag/SD/In Re/Me/SD

Standard Standard

Standard Standard

Technical/Trade • Professional

Re/Me/In

Combined

0•0•0•0•0

Technical/Trade • Vocational

Me/In/Re

Combined

0•0•0•0•0

Skills Basic Math, Research Advanced Math, Anthropology†, Alchemy, Anatomy, Astronomy, and others† Adrenal Balance, Adrenal Concentration, Adrenal Landing, Adrenal Leaping, Adrenal Quickdraw, Adrenal Speed, Adrena l Stabiliza tion, Adrenal Strength, Cleansin g Trance , Frenzy, Hea ling Meditation, Meditation, Mnemonics, S hape-changing, Sleep Trance, Stunned Maneuvering Brawling, Disarm Foe (armed)†, Disarm Foe (unarmed)†, Feint (Armed), Feint (unarmed), Garrotte, Racial Attacks Adrenal Defense, Adrenal Resistance, Adrenal Toughness One skill per spell list of this type† One skill per spell list of this type† One skill per spell list of this type† One skill per spell list of this type† One skill per spell list of this type† One skill per spell list of this type† One skill per spell list of this type† One skill per spell list of this type† One skill per spell list of this type† Ambush, Silent Attack Camouflage, Disarming Traps, Disguise, Counterfeiting, Forgery, Hiding Items, Picking Locks, Setting Traps, Trap Building, Using/Removing Poison Hiding, Picking Pockets, Stalking, Trickery Begging, First Aid, Gambling, Mapping, Operating Equipment, Orienteering, Sailing, Tactical Games, Using Prepared Herbs Advertising, Architecture, Diagnostics†, Drowsing, Engineering†, Mechanition†, Military Organization†, Mining†, Physic, Second Aid, Surgery Administration, Appraisal, Apothecary, Boat Pilot†, Cartography, Evaluate Armor, Evaluate Metal, Evaluate Stone, Evaluate Weapon, Gimmickry, Hypnosis, Midwifery, Navigation, Preparing Herbs, Preparing Poisons, Siege Engineering, Tactics† Contacting, Mingling, Scrounging, Streetwise One skill for each weapon in the category.† One skill for each weapon in the category.† One skill for each weapon in the category.† One skill for each weapon in the category.† One skill for each weapon in the category.† One skill for each weapon in the category.† One skill for each weapon in the category.†

Urban In/Pr/Re Standard Standard Weapon • 1-H Concussion St/Ag/St Standard Standard Weapon • 1-H Edged St/Ag/St Standard Standard Weapon • 2-Handed St/Ag/St Standard Standard Weapon • Missile Ag/St/Ag Standard Standard Weapon • Missile Artillery In/Ag/Re Standard Standard Weapon • Pole Arms St/Ag/St Standard Standard Weapon • Thrown Ag/St/Ag Standard Standard Note: Skills in italics are “restricted” . † - This skill is actually a number of skills based on a certain factor. Each skill must be developed separately (e.g., Riding skill must be developed separately for each type of mount: horse, elephant, Dragon, etc.). ‡ - Arealm stat is: In for Channeling, Em for Essence, and Pr for Mentalism. AHybrid spell user averages his two realm stat bonuses to obtain his stat bonus for these skills.

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147

TRAINING PACKAGES A training package is a group of benefits (and sometimes disadvantages) that can be developed using development points. The skills and abilities gained through a package represent long periods of exposure or training (sometimes years). If these packages are developed after Apprentice level, the character should be required to spend time in training (the exact time will vary from package to package). There are two different types of training packages: Vocational and Lifestyle. Most of the time, a character may have only one Lifestyle training package (GM discretion). However, he can have as many vocational training packages as he can afford to purchase.

VOCATIONAL TRAINING PACKAGES These training packages represent specific occupations in which a character may become proficient. He will gain groups of skills and abilities that would necessarily be developed if the character were in the occupation. For example, if the character were a member of the City Guard, he would have to know a little about how to get around in the city (as well as have some skill with weapons). The training packages that are vocational are given the type “V” in the master list.

LIFESTYLE TRAINING PACKAGES These training packages represent groups of skills and would be gained by living a particular lifestyle. Lifestyle packages should be hard to acquire, and take long time when they are allowed. For example, a character who spends most of his life around animals might develop the Animal Friend package to represent the animal skills he would have gained. The lifestyle training packages are given the type “L” in the master list.

TRAINING PACKAGE ENTRIES Each training package gives a character one or more of the following benefits/disadvantages. In addition, each training package costs a different number of development points (based upon the characters profession). • Time to Acquire: This is the mount of time the character needs to train before gaining the benefits of the package. This time should be modified by a percentage equal to triple the character’s SD stat bonus (expressed as a percentage). Example: I f a character has a + 5 SD stat bonus, he would gain the be nefits of a training package 15% earlier than someone w ith a +0 SD bonus (i.e., 85% of the normal rime ). Howeve r, if the character has a -5 SD stat bonus, he would take 15% longer to gain the benefit ( i.e., 15% of the normal time).

For starting characters, total the amount of time spent in training packages and add it to the normal starting age to determine the starting age of the character. • Starting Money: Some occupations (or lifestyles) have more or less starting money than others. Most packages list a modification to the “normal” starting money. This includes the starting type of coins (silver, gold, bronze, etc.). For example, if the normal starting money is 10 silver, the Adventurer package would have 10 silver plus d10 (open-ended) silver. Note: There is one notation unique to the packages: d10 (ope n-e nded). This means roll d10; if the result is 1 to 9, kee p the result; if the result is a 10, roll d10 again and add it to 9; continue until a 10 is not the result.

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If the training package is developed after Apprentice level, the starting money does not apply. When generating starting money, either the GM should make the rolls; or the player can simply take 51 (for each d100 roll) or 6 (for each d10 roll). • Special: The GM should make a d100 roll (open-ended) for each item, adding the number in parentheses after the item (the items should be rolled for in the order that they are presented). If the result is over 100, the character gains the special item or quirk. After successfully gaining one item, the chances of gaining any further items is halved (i.e., the number in parentheses is halved) After successfully gaining another item, the next chance is halved again (repeating each time an item is gained). If no items are gained, the last item in the list is automatically gained (if the GM is unavailable to roll, the player should take the last item). If the package is developed after Apprentice level, the benefits gained here may be inappropriate (GM’s discretion). N ote: The GM may c hoose to allow eve ry character who deve lops a training package to have the last item in the list (even if previous items were gained).

• Skill and Skill Category Ranks: All packages give some skill ranks and/or skill category ranks to the character. These skill ranks represent special training that comes with the occupation or lifestyle. Occasionally, the package will list Weapon/Attack. This means that the character can choose either a weapon skill rank or martial arts attack skill rank. In addition, a Training Package cannot raise a skill rank above 10th rank. Example: Kohrist takes the city guard training package. This package awards him 2 rank s in 1-H Edged We apons. However, he already has 9 ranks; this means that he only gains 1 more rank from the training package.

• Training Package Spell Lists: Certain training packages give ranks in training package spell lists. All training package spell lists are classified as Restricted skills unless the character is currently associated with the training package that awards ranks in that spell list. Note that “associated with” has no firm definition. The GM should judge whether it is reasonable for the character to still have normal access to the spells or not. • Stat Gains: Some Training Packages allow the character to make extra stat gain rolls. This section shows which stats get the extra rolls. • Professional Qualifiers: This is a set of requirements that, if the character possesses all of the requirements prior to purchasing the training package, the character pays a lesser cost for the training package. The discount to the normal cost is shown after the Qualifier. Also it is a set of requirments that must be meet before the training package can be purchased at all. • Lifestyle Skills: Normally, a training package cannot raise a skill above tenth rank. However, if a skill is designated as a lifestyle skill, the training package ignores this limit and instead may raise the skill as high as fifteen ranks. • Cost by Profession: This section shows how much the Training Package costs (in development points) for each profession.

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Y Y Y (Y) Y Y Y Y (Y) Y Y Y Y Y (Y) Y Y Y Y (Y) Y Y Y Y Y Y Y (Y) Y Y R Y

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Drughu

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Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y

Woodmen

Y

Variags

Y

Gondorians

Y R Y Y Y Y Y R Y Y Y Y Y Y Y Y Y Y Y Y

Eriadorians

Y R Y Y Y Y N N Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y

Easterlings

Y R Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y R

Lossoth

Y R Y R Y Y Y Y R Y Y Y Y Y R R Y Y Y Y R Y Y Y Y Y Y Y R

Haruze

Y R Y Y Y R Y Y Y R Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y R Y Y R Y Y Y Y Y

Haradrim

Dunlendings

Y R Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y

Rohirrim

Dúnedain (of the Lost Realm)

Y R Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y

Gimuléothraim

Dúnedain (of Gondor )

Y Y Y Y R R Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y R R

Dorwinrim

ADVENTURER (L) AMATEUR MAGE (L) ANAMARTAR (L)§ ANIMAL HANDLER (V) ANIMAL FRIEND (L) APOTHECARY (V) ARCHITECT (V) ASTRONOMER (L) BEASTMASTER (L)§ BURGLAR (V) CITY GUARD (V) CLOISTERED ACADEMIC (L) CON MAN (V) CUT PURSE (V) CRAFTER (V) DWARVEN BERSERKER (L)§ ESTEHILDI (L)* EXPLORER (L) FARADRIM ARAN (V)§ FARMER (L) FORTUNE TELLER (V) HEALER (V) HEALER (ORC) (V)§ HERMIT (L) HERBALIST (V) HUNTER (L) INNKEEPER (V) KING’S CORPS (V)§ LABOURER (V) LOREMASTER (V) MAGIC CRAFTER (L) ROYAL NAVY (MARINE) (V)§ MERCENARY (L) MERCHANT (V) MIDWIFE (V) NOBLE (L) PERFORMER (V) FARADRIM FOROD (L)§ SAILOR (V) SAGE (L) SCOUT (V) SCRIBE (V) SELLI NIENNAVA (L)§ SHAMAN PRIEST (MERP) (L) SKUIFTLAIKA§ SPY (V) SOLDIER (V) SURGEON (V) TERRITORIAL CORPS (V)§ T. CORPS (Reservists) (V)§ TRACKER (V)§ TRAVELLER (V) WANDERER (L) WEAPON MASTER (L) WOLFRIDER (L) ZEALOT (L)

Corsairs

Be rninga

- not allowed for this culture, unless permitted by the GM. Yo u s ho uld pr ovide a b ack s to ry to explain how you gained the training package. Y trainin g package allowed. R th is training package is rare in this culture.

Black Núme noreans

TRAINING PACKAGES BY CULTURE

Y Y -

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Y Y

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Y Y Y Y Y Y Y Y Y Y Y Y Y

§Training Package specific to a Race/Culture. • available to anyone if they have a back story as explanation.

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Trolls

Olog-ha i

Half-trolls

R Y Y Y Y Y Y R Y Y Y R Y Y Y Y Y Y Y Y R Y Y Y R Y Y R Y Y R R Y

Half-orc s

Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y

Uruk-hai

Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y -

Common Orc s

Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y

Hobbits

Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y -

Umli

Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y -

Dwarves

Noldor Elves

Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y -

Half-elves

Sindar Elves

ADVENTURER (L) AMATEUR MAGE (L) ANAMARTAR (L) ANIMAL HANDLER (V) ANIMAL FRIEND (L) APOTHECARY (V) ARCHITECT (V) ASTRONOMER (L) BEASTMASTER (L) BURGLAR (V) CITY GUARD (V) CLOISTERED ACADEMIC (L) CON MAN (V) CUT PURSE (V) CRAFTER (V) DWARVEN BERSERKER (L) ESTEHILDI (L) EXPLORER (L) FARADRIMARAN (V) FARMER (L) FORTUNE TELLER (V) HEALER (V) HEALER (ORC) (V) HERMIT (L) HERBALIST (V) HUNTER (L) KING’S CORPS (V) INNKEEPER (V) LABOURER (V) LOREMASTER (V) MAGIC CRAFTER (L) ROYAL NAVY (MARINE) (V) MERCENARY (L) MERCHANT (V) MIDWIFE (V) PERFORMER (V) FARADRIM FOROD (L) SAILOR (V) SAGE (L) SCOUT (V) SCRIBE (V) SELLI NIENNAVA (L) SHAMAN PRIEST (MERP) (L) SKUIFTLAIKA SPY (V) SOLDIER (V) SURGEON (V) TERRITORIAL CORPS (V)§ T. CORPS (Reservists) (V)§ TRACKER (V) TRAVELLER (V) WANDERER (L) WEAPON MASTER (L) WOLFRIDER (L) ZEALOT (L)

Silvan Elves

TRAINING PACKAGES BY CULTURE

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ADVENTURER (L) This is the character who seeks his fame and fortune by exploration and taking risks with his own life. The adventurer is at home in most types of habited places as well as many kinds of wilderness locals. Time to Acquire: 24 months Starting Money: normal +d10 (open-ended) Special: Weapon (+10 non-magic).............................................................30 Armour (+10 non-magic)..............................................................30 Other Equipment (+5 non-magic)................................................30 Spell Adder (+1) or Daily I Item (1st level spell)........................30 Choice of weapon or armour (+5 non-magic)................................0 Category or Skill # of ranks Body Development skill category......................................................0 Body Development .........................................................................1 Weapon/Attack skill category (choice)..............................................1 Weapon/Attack (choice)..................................................................1 Athletic • Gymnastic skill category....................................................2 Climbing..........................................................................................1 Athletic • Endurance skill category....................................................2 Swimming.......................................................................................1 Awareness • Perception skill category...............................................0 Alertness..........................................................................................2 Awareness • Searching skill category.................................................2 Observation.....................................................................................1 Power Awareness skill category.........................................................1 Attunement......................................................................................1 Technical/Trade • General skill category...........................................1 First Aid...........................................................................................1 Stat Gains: choice of two different stats. COST BY P ROFESSION Barbarian…………………… 36 Fighter……………………… 36 Thief ……………………… Rogue ……………………… 34 Layman …………………… Essence Alchemist ………… 45 Magician…………………… Animist……………………… 41 Channelling Alchemist …… Lay Healer ………………… 43 Sorcerer…………………… Astrologer…………………… 44 Seer………………………… Bard………………………… 37 Ranger……………………… Drughân …………………… 36 Kekhavra…………………… Vacavra……………………… 43 Wegech ……………………

34 36 46 45 46 40 35 41 41

AMATEUR MAGE (L) The Amateur Mage studies magic in his off-time. He is intrigued by the powers of magic and wants to know more. Time to Acquire: 53 months Starting Money: normal Special: Spell Adder (+2)............................................................................50 Daily III item (casting a 3rd level spell)......................................50 Daily Vitem (casting a 5th level spell)........................................40 Spell Multiplier (x2).....................................................................10 Spell Adder (+1)..............................................................................0 Category or Skill # of rank Lore • Magical skill category .............................................................2 choice of one skill...........................................................................2 Lore • Technical skill category...........................................................1 choice of one skill...........................................................................1 Power Awareness skill category.........................................................2

Attunement......................................................................................1 Reading Runes.................................................................................1 Spells • Own Realm, Open List skill category...................................0 choice of up to three skills...................................................3 (total) Stat Gains: one realm stat, Memory COST BY PROFES SION Barbarian …………………… 52 Fighter ……………………… 51 Thief ……………………… Rogue ……………………… 46 Layman …………………… Essence Alchemist ………… 26 Magician…………………… Animist……………………… 28 Channelling Alchemist …… Lay Healer…………………… 28 Sorcerer …………………… Astrologer…………………… 28 Seer………………………… Bard ………………………… 32 Ranger……………………… Drughân……………………… 34 Kekhavra…………………… Vacavra……………………… 28 Wegech ……………………

47 37 26 28 28 27 37 28 27

ANIMAL HANDLER (V) An animal handler is skilled at keeping, grooming, raising, breeding, and healing a wide variety of animals or creatures. Animal handlers may make profits with trained animal acts, zoos, though some do keep animals as a hobby. Time to Acquire: 37 months Starting Money: Normal Special: Prominent scar from animal encounter.........................................30 Caged Wolf (Grey Wolf, Red Wolf, White Wolf, Dire Wolf. GM choice).................................................................30 Caged Wild Cat (Chetmoig, Fishing Cat, Cliff Lion, Grass Cat, Highland Lynx, Spotted Lion, Unca. GM choice)..................................................30 Caged Owl (BarrowOwl, Short-eared Owl, Barn Owl. GM choice)..................................................................40 Caged Ferret..................................................................................40 Lasso, net, and thick gloves..........................................................50 Caged Lizard.................................................................................40 Caged Bat......................................................................................40 Groom’s Box: 2 brushes, hoof pick etc........................................50 Caged Rat......................................................................................50 Basket with snake (Coireal, Egil’s Viper, Green Asp, Marsh Adder, Nethair, Nethair Erdyr, Nethraich, Otrovativi, Rock Viper, Shaking Asp, Zamkavi. GM choice).................................20 Bag of dried fruit...........................................................................50 Leash with harness........................................................................50 Caged Pigeons (2)...........................................................................0 Category or Skill # of Ranks Lore • General skill category..............................................................1 Fauna Lore.......................................................................................3 Outdoor • Animal skill category.........................................................3 Animal Handling (animal A)..........................................................2 Animal Handling (animal B)..........................................................1 Animal Handling (animal C)..........................................................1 Animal Healing (animal A).............................................................1 Animal Mastery (animal A)............................................................1 Animal Training (animal A)............................................................2 Professional Qualifier: Animal Friend Training Package or 90+ temporary Empathy statistic [-2 points] Lifestyle Skill(s): Animal Handling Stat Gains: None

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COST BY PROFESSION Barbarian…………………… 11 Fighter……………………… 11 Thief ……………………… Rogue ……………………… 11 Layman …………………… Essence Alchemist ………… 23 Magician…………………… Animist……………………… 11 Channelling Alchemist …… Lay Healer ………………… 23 Sorcerer…………………… Astrologer…………………… 23 Seer………………………… Bard………………………… 18 Ranger……………………… Drughân …………………… 18 Kekhavra…………………… Vacavra……………………… 23 Wegech ……………… 23

18 18 23 23 23 23 11 11

ANIMAL FRIEND (L) Generally a loner, except for his animal friends, this type of character spends a great deal of time in the wilderness. Time to Acquire: 102 months Starting Money: normal Special: Wolf friend....................................................................................30 Wild Cat friend..............................................................................40 Racoon friend................................................................................40 Ferret friend...................................................................................40 Owl friend.....................................................................................40 Pigeon friend.................................................................................50 Snake friend ..................................................................................30 Normal dog friend (mutt)................................................................0 Category or Skill # of ranks Outdoor • Environmental skill category.............................................2 choice of up to two skills..................................................... 2 (total) Outdoor • Animal skill category.........................................................4 choice of up to three skills................................................... 4 (total) Lore • General skill category..............................................................4 Fauna Lore......................................................................................2 Flora Lore........................................................................................1 Region Lore.....................................................................................1 Awareness • Searching skill category.................................................2 Reading Tracks................................................................................1 Tracking ..........................................................................................1 Subterfuge • Stealth skill category.....................................................2 Stalking............................................................................................1 Hiding..............................................................................................1 Stat Gains: Empathy COST BY P ROFESSION Barbarian…………………… 25 Fighter……………………… 28 Thief ……………………… 28 Rogue ……………………… 25 Layman …………………… 30 Essence Alchemist ………… 41 Magician…………………… 39 Animist……………………… 27 Channelling Alchemist …… 39 Lay Healer ………………… 40 Sorcerer…………………… 40 Astrologer…………………… 37 Seer………………………… 37 Bard………………………… 30 Ranger……………………… 24 Drughân …………………… 29 Kekhavra…………………… 27 Vacavra……………………… 36 Wegech …………………… 39

APOTHECARY (MERP) (V) Seeing the efficacy of herbal medicines, Apothecaries attempt to distill the essence of the herbs into more potent elixers and philters. They are found where ever there has been a strong Numenorean influence. Time to Acquire: 27 months Starting Money: normal Special:

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Book (+15 Poison Lore) ...............................................................50 Book (+15 Herb Lore)..................................................................50 d10 Concussion herbs ...................................................................30 d10 Circultary herbs......................................................................30 d10 Poison herbs...........................................................................30 d10 intoxicants..............................................................................50 Teacher who can provide access to either Physicks (mentalism training package spell list) or Brewing Lore (essence training package spell list).....................20 d10 General purpose herbs .............................................................0 Category or Skill # of ranks Lore • Technical skill category...........................................................2 Poison Lore.....................................................................................2 Herb Lore........................................................................................2 Science/Analytic • Specialized skill category...................................0 Alchemy..........................................................................................1 Subterfuge • Mechanics skill category...............................................1 Using/Removing Poison .................................................................1 Technical/Trade • Professional skill category....................................0 Diagnostics......................................................................................1 Technical/Trade • Vocational skill category.......................................0 Apothecry........................................................................................4 Stat Gains: None COST BY PROFES SION Barbarian …………………… 31 Fighter ……………………… 29 Thief ……………………… Rogue ……………………… 29 Layman …………………… Essence Alchemist ………… 29 Magician…………………… Animist……………………… 31 Channelling Alchemist …… Lay Healer…………………… 31 Sorcerer …………………… Astrologer…………………… 31 Seer………………………… Bard ………………………… 29 Ranger……………………… Drughân……………………… 31 Kekhavra…………………… Vacavra……………………… 31 Wegech ……………………

29 29 31 29 31 31 29 31 31

ARCHITECT (V) The Architect is hired to build sturdy towers, palaces, and fortresses. Architects design and organize the building of all of their structures, normally without the aid of any drafting. Time to Acquire: 19 months Starting Money: normal + d10 (open-ended) Special: Wealthy contact.............................................................................50 Favor from important person........................................................40 Favor from important person........................................................30 Draft of an important structure.....................................................50 Draft of an important structure.....................................................50 Close friends with work boss..........................................................0 Category or Skill # of ranks Influence skill category.......................................................................1 Choice of one skill..........................................................................1 Lore • Technical skill category...........................................................1 Stone Lore.......................................................................................1 Metal Lore.......................................................................................1 Science/Analytic • Basic skill category..............................................1 Technical/Trade • Profession skill category....................................n/a Architecture.....................................................................................2 Choice of up to 2 skills from either Engineering and/or Labor Organization..............................2 (total) Stat Gains: none PROFE SSION Barbarian …………………… 11

Fighter……………………… 26 Rogue ……………………… 26 Essence Alchemist ………… 25 Animist……………………… 25 Lay Healer ………………… 25 Astrologer…………………… 25 Bard………………………… 25 Drughân …………………… 18 Vacavra……………………… 23

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorcerer…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

26 26 25 25 25 25 26 11 25

ANAMARTAR (L) The Keepers of the Dead, the Anamartar (Q. “Courtiers of Judgement”; sing. Anamarta) perform the rituals of burial and hold much knowledge of what has been before. Living the lives of ascetic monks, these embalmers and lore masters hold links to the past very dear, and spend their days translating old volumes and studying ancient wisdom. This order practicies involve wearing drab clothing, ritual prayers and sensual self-denial. Generally the Anamartar are composed of more scholarly Dunedain, but on rare occasions other peoples are accepted into their ranks. It takes a large amount of dedication and time to become a Keeper, but many feel the knowledge gained is more than worth it. Time to Acquire: 120 months Starting Money: none. Special: Patronage of local noble...............................................................20 Embalming paraphernalia.............................................................50 Book on embalming techniques ...................................................30 Book (with maps) of burial sites ..................................................40 Historical volume (+10 History nm)............................................30 Book on the Undead (+10 Undead Lore nm)...............................30 Medical volume (+10 Any healing Skill nm)...............................50 VIP contact in Annuminas/Fornost Erain.......................................0 Category or Skill # of ramks Communications skill category........................................................10 Adunaic, written skill......................................................................5 Sindarin, written skill......................................................................5 Crafting skill category........................................................................0 Embalming......................................................................................4 Scribing...........................................................................................2 Lore • General skill category..............................................................2 History (Arnor)...............................................................................2 Philosophy (death)..........................................................................1 Religion (Mandos)..........................................................................1 Lore • Magical skill category .............................................................0 Undead Lore....................................................................................2 Science/Analytic • Basic skill category............................................1 Research..........................................................................................1 Self Control skill category..................................................................2 Meditation.......................................................................................1 Mnemonics......................................................................................1 Tech/Trade • Professional skill category............................................0 Anatomy..........................................................................................2 Stat Gains: Memory Professional Qualifier: Only available to characters from the realm of Arthedain (Circa SA3320 - TA1974) COST BY P ROFESSION Barbarian…………………… 51 Fighter……………………… 48 Thief ……………………… 48 Rogue ……………………… 48 Layman …………………… 44 Essence Alchemist ………… 45 Magician…………………… 46

Animist……………………… 45 Lay Healer…………………… 44 Astrologer…………………… 40 Bard ………………………… 37 Drughân……………………… 49 Vacavra……………………… 47

Channelling Alchemist …… Sorcerer …………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

45 45 37 47 47 47

ASTRONOMER (L) The Astronomer studies the stellar, lunar, and solar cycles and links their passage to daily occurrence’s. An Astronomer is not content just to study and predict these cycles. A true astronomer seeks to know why the cycles work the way they do. They strive to learn the secrets of heaven so they can understand the earth. The Astronomer’s constant study and focus tend to make him selfabsorded or too technical minded for easy conversation with nonAstronomer’s. Time to Acquire: 78 months Starting Money: normal Special: Astrolabe (+15 non-magic to Astronomy/Navigation)................50 Star chart (+10 non-magic to Star Gazing)...................................50 Lodestone (+50 non-magic to Direction Sense)...........................50 Spyglass (+10 non-magic to Observation)...................................30 Book (+10 non-magic to Astronomy)...........................................40 Book (+10 non-magic to Advanced Math)...................................40 Book (+5 non-magic to Star Gazing).............................................0 Category or Skill # of ranks Awareness • Senses skill category......................................................2 Direction Sense...............................................................................1 Time Sense......................................................................................2 Outdoor • Environmental skill category.............................................2 Star-gazing.......................................................................................2 Weather Watching...........................................................................2 Science/Analytic • Basic skill category..............................................2 Basic Math.......................................................................................2 Science/Analytic • Specialized skill category....................................0 Advanced Math...............................................................................1 Astronomy.......................................................................................2 Stat Gains: none COST BY PROFES SION

Barbarian …………………… 33 Fighter ……………………… 34 Rogue ……………………… 34 Essence Alchemist ………… 27 Animist……………………… 25 Lay Healer…………………… 29 Astrologer…………………… 26 Bard ………………………… 30 Drughân……………………… 29 Vacavra……………………… 27

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorcerer …………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

34 29 29 27 29 28 27 25 27

BEASTMASTER (L) A natural affinity with animals enables the Beastmaster to befriend creatures of the wilds. This friendship is deepened by magic to an almost symbiotic relationship, where each partner pledges loyalty and assisstance to the other. Time to Acquire: 124 months Starting Money: normal Special: Superior weather-resistant clothing..............................................50

153

Aloyal animal friend-a riding beast (e.e., horse, camel, etc., GM choice)...........................................................................................60 Acquainted with other loners of the local wilderness..................60 Aloyal animal friend-a hunting animal (e.g., wolf, tiger, lion etc., GM choice....................................................................................50 Cloak (+5 nm to Hiding outdoors)...............................................40 Boots (+5 nm to Stalking).............................................................40 Aloyal animal friend-a flying creature (e.g., hawk, falcon, owl etc., GM choice.............................................................................30 Close friends with a local wilderness loner.................................30 Weather-resistant clothing..............................................................0 Category or Skill # of ranks Athletic • Endurance skill category....................................................2 choice of up to 2 skills......................................................... 2 (total) Lore • General skill category..............................................................2 Fauna Lore......................................................................................2 Flora Lore........................................................................................2 Outdoor • Animal skill catagory.........................................................4 Animal Handling.............................................................................2 Animal Healing...............................................................................2 Choice of Animal Training and/or Mastery........................ 2 (total) choice of one skill...........................................................................2 Outdoor • Environmental skill category.............................................2 choice of up to 2 skills......................................................... 2 (total) Spells • Own Realm TP skill category†.............................................0 Animal Bonding spell list...............................................................3 Subterfuge • Stealth skill category.....................................................1 Hiding..............................................................................................1 Stalking............................................................................................1 †category is Spells • Other Realm TP if character does not use the realm of mentalism. Use cost in brackets for non-spell user of a different realm. Professional Qualifier: Beijabar only. Lifestyle Skills: None

Category or Skill # of ranks Subterfuge • Mechanics skill category...............................................2 choice of up to two skills.....................................................2 (total) Athletic • Gymnastic skill category....................................................2 Climbing..........................................................................................1 choice of one skill...........................................................................1 Weapon/Attack skill category.............................................................1 Weapon/Attack skill........................................................................1 Lore • General skill category..............................................................2 Culture Lore (specific city).............................................................1 Heraldry...........................................................................................1 Lore • Technical skill category...........................................................2 Lock Lore........................................................................................2 Stat Gains: none COST BY PROFES SION

Barbarian …………………… 24 Fighter ……………………… 24 Rogue ……………………… 21 Essence Alchemist ………… 34 Animist……………………… 36 Lay Healer…………………… 36 Astrologer…………………… 37 Bard ………………………… 27 Drughân……………………… 32 Vacavra……………………… 34

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorcerer …………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

18 25 37 36 37 34 28 36 34

CITY GUARD (V) Almost every urban area has some sort of paid police force. These character are in charge of making sure that the city remains free of bedlam in the streets. If a promotion is gained (in the Special section), the character has been promoted in the ranks (more promotions equate to higher ranks). Time to Acquire: 25 months

Stat Gains: Empathy COST BY P ROFESSION

Barbarian……………… 33(40) Fighter………………… 35(42) Rogue ………………… 34(41) Essence Alchemist ………… 47 Animist……………………… 36 Lay Healer ………………… 45 Astrologer…………………… 43 Bard………………………… 37 Drughân …………………… 41 Vacavra……………………… 42

Thief …………………… 37(45) Layman ………………… 39(45) Magician…………………… 46 Channelling Alchemist …… 46 Sorcerer…………………… 46 Seer………………………… 45 Ranger……………………… 35 Kekhavra…………………… 32 Wegech …………………… 46

BURGLAR (V) A burglar makes his living stealing goods from peoples homes or businesses. They ply their trade around heavily populated areas and then move on to another area. Time to Acquire: 33 months Starting Money: normal plus d10 (open-ended) Special: Stolen jewelry (worth 10d10sp)...................................................50 Stolen gems (worth 10d10sp).......................................................50 Stolen piece of art (worth 10d10sp).............................................50 Lockpick kit (+10 non-magic)......................................................30 Disarm trap kit (+10 non-magic)..................................................30

154

Reliable fencing contacts..............................................................20 Lockpicks and disarm trap kit (+5 non-magic)..............................0

Starting Money: normal plus d10 Special: Useful city contacts.......................................................................20 Useful underworld contacts..........................................................20 Promotion......................................................................................50 Promotion......................................................................................40 Promotion......................................................................................30 Weapon (+10 non-magic).............................................................10 Weapon (+5 non-magic)..................................................................0 Category or Skill # of ranks Weapon skill category (GM assigned)................................................2 choice of 1 skill...............................................................................2 Body Development skill category......................................................0 Body Development.........................................................................1 Urban skill category............................................................................1 Streetwise........................................................................................1 Awareness • Searching skill category.................................................1 Observation.....................................................................................1 Lore • General skill category..............................................................1 Heraldry...........................................................................................1 Technical/Trade • General skill category...........................................1 First Aid...........................................................................................1 Stat Gains: none COST BY PROFES SION

Barbarian …………………… 21

Fighter……………………… 19 Rogue ……………………… 20 Essence Alchemist ………… 32 Animist……………………… 32 Lay Healer ………………… 34 Astrologer…………………… 39 Bard………………………… 25 Drughân …………………… 24 Vacavra……………………… 32

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorcerer…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

21 24 39 32 39 32 24 32 32

Fake identification (+30 Duping).................................................20 Investment (2d10 sp per year)......................................................10 Fake identification (+15 Duping)..................................................0

The cloistered academic spends his days locked away from the rest of the world, embroiled in his learning. Books are his life. If he is close to anyone, it will usually only be a small pet. Even servants and others living in the same household are largely ignored.

Category or Skill # of ranks Awareness • Searching skill category.................................................1 Lie Perception .................................................................................1 Influence skill category.......................................................................3 Duping.............................................................................................2 Choice of one skill..........................................................................1 Subterfuge • Stealth skill category......................................................2 choice of up to two skills.....................................................2 (total) Technical/Trade • General skill category............................................1 Begging............................................................................................1 Urban skill category............................................................................1 choice of one skill...........................................................................1

Time to Acquire: 95 months

Stat Gains: none

CLOISTERED ACADEMIC (L)

Starting Money: normal

COST BY PROFES SION

Special: Patron (provides financial support)..............................................40 Book (+10 non-magic to a specific lore)......................................30 Book (+10 non-magic to a specific lore)......................................30 Book (+10 non-magic to a specific lore)......................................30 Book (+10 non-magic to a specific lore)......................................30 Book (+10 non-magic to a specific lore)......................................30 Pet (small animal)...........................................................................0 Category or Skill # of ranks Lore • General skill category..............................................................4 choice of up to four skills.................................................... 4 (total) Lore • Technical skill category...........................................................3 choice of up to three skills................................................... 3 (total) Lore • Magical skill category .............................................................1 choice of one skill...........................................................................1 Science/Analytic • Basic skill category .............................................2 Research..........................................................................................1 choice of one skill...........................................................................1 Communications skill category..........................................................3 one written language.......................................................................3 Stat Gains: none COST BY P ROFESSION

Barbarian…………………… 33 Fighter……………………… 31 Rogue ……………………… 30 Essence Alchemist ………… 24 Animist……………………… 24 Lay Healer ………………… 24 Astrologer…………………… 22 Bard………………………… 23 Drughân …………………… 28 Vacavra……………………… 24

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorcerer…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

31 27 24 24 24 21 28 24 24

CON MAN (V) The lure of quick money often draws street urchins into the realm of the Con Man. The Con Man is adept at setting people up to rip them off. He often has several identities that he can assume (and proper papers to back up the identities). Time to Acquire: 32 months Starting Money: normal +d10 (open-ended) Special: Underworld contacts.................................................................... 30 Favour from an underworld figure...............................................20

Barbarian …………………… 22 Fighter ……………………… 22 Rogue ……………………… 18 Essence Alchemist ………… 30 Animist……………………… 24 Lay Healer…………………… 29 Astrologer…………………… 28 Bard ………………………… 19 Drughân……………………… 24 Vacavra……………………… 27

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorcerer …………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

18 22 28 29 29 28 20 24 28

CUT PURSE (V) A specialized type of thief, the Cut Purse works the streets. He is particularly adept at watching crowds and determining who should have the heaviest pockets. Time to Acquire: 37 months Starting Money: normal +d10 (open-ended) Special: Stolen jewellery (worth 10d10 sp)................................................50 Stolen gems (worth 10d10 sp)......................................................50 Stolen document (e.g., map, deed, etc.)........................................50 Disguise kit (+10 non-magic).......................................................40 Reliable fencing contacts..............................................................30 Underworld contacts......................................................................0 Category or Skill # of ranks Subterfuge • Stealth skill category......................................................4 picking Pockets...............................................................................2 choice of up to 2 skills.........................................................2 (total) Urban skill category............................................................................3 choice of up to 2 skills.........................................................3 (total) Athletic • Gymnastic skill category....................................................1 choice of one skill...........................................................................1 Awareness • Perception skill category................................................0 Alertness..........................................................................................2 Awareness • Searching skill category.................................................1 Observation .....................................................................................1 Stat Gains: none COST BY PROFES SION

Barbarian …………………… 26 Fighter ……………………… 23 Thief ……………………… 14 Rogue ……………………… 14 Layman …………………… 24 Essence Alchemist ………… 44 Magician…………………… 37

155

Animist……………………… 33 Lay Healer ………………… 39 Astrologer…………………… 37 Bard………………………… 26 Drughân …………………… 30 Vacavra……………………… 37

Channelling Alchemist …… Sorcerer…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

43 40 37 24 33 41

CRAFTER (V) Many people are good with their hands and have the desire to create things. This training package represents all those people; from the blacksmith, to the coppersmith, to the jeweller. Time to Acquire: 28 months Starting Money: normal +d10 (open-ended) Special: Exceptional crafted work (10d10sp)............................................50 Exceptional crafted work (8d10sp)..............................................50 Exceptional crafted work (6d10sp)..............................................50 Exceptional crafted work (4d10sp)..............................................50 Exceptional crafted work (2d10sp)..............................................50 Set of fine crafting tools (+15 to a specific craft).......................40 Set of good crafting tools (+10 to a specific craft)......................30 Set of crafting tools (+5 to a specific craft)...................................0 Category or Skill # of ranks Technical/Trade • General skill category...........................................3 choice of up to three skills................................................... 3 (total) Technical/Trade • Vocational skill category.......................................0 choice of up to two skills..................................................... 2 (total) Craft skill category.............................................................................0 choice of up to three skills................................................... 3 (total) Stat Gains: none COST BY P ROFESSION Barbarian…………………… 24 Fighter……………………… 24 Thief ……………………… 24 Rogue ……………………… 24 Layman …………………… 24 Essence Alchemist ………… 24 Magician…………………… 24 Animist……………………… 24 Channelling Alchemist …… 24 Lay Healer ………………… 24 Sorcerer…………………… 24 Astrologer…………………… 24 Seer………………………… 24 Bard………………………… 24 Ranger……………………… 24 Drughân …………………… 24 Kekhavra…………………… 24 Vacavra……………………… 24 Crafter……………………… 24

DWARVEN BERSERKER (L) Terrifying warriors trained to go into a battle rage. Tales of these warriors from their conflicts with Goblins; have helped give the Dwarves reputations as feirce fighters who never retreat. And keep going, long after receiving wounds which would have feld a much larger foe. Time to Acquire: 116 months Starting Money: normal plus1-10 gp Special: Two-handed weapon (+15 non-magic).........................................50 Armour (+15 non-magic)..............................................................50 Hand weapon (+10 non-magic)....................................................40 Special training, +10 OB vs. Orcs................................................30 Two-handed weapon (+5 non-magic)...........................................20 Favour owed by important Dwarf................................................10 Armour (+5 non-magic)..................................................................0 Category or Skill # of ranks Self Control skill category..................................................................4 Frenzy..............................................................................................4

156

Weapon • 2-Handed skill category .....................................................3 Choice of upto two skills.....................................................3 (total) Weapon skill category (choice; not 2-Handed)..................................1 Choice of one skill..........................................................................1 Body Development skill category......................................................0 Body Development.........................................................................2 Armour • Medium skill category........................................................2 Choice of one skill..........................................................................2 Lore • General skill category..............................................................3 Culture Lore (Dwarf)......................................................................1 History (Dwarvish).........................................................................1 Lore • Obscure skill category .............................................................1 Dragon lore......................................................................................1 Stat Gains: Strength Professional Qualifier: Dwaves only

COST BY PROFESSION Barbarian …………………… 39 Fighter ……………………… 36 Thief ……………………… Rogue ……………………… 40 Layman …………………… Essence Alchemist ………… 55 Magician…………………… Animist……………………… 56 Channelling Alchemist …… Lay Healer…………………… 53 Sorcerer …………………… Astrologer…………………… 59 Seer………………………… Bard ………………………… 46 Ranger……………………… Drughân……………………… 43 Kekhavra…………………… Vacavra……………………… 57 Wegech ……………………

43 45 62 57 61 55 46 56 55

ESTEHILDI (L) “I swear by Estë and all the Valar that I will do all within my power to heal the sick and to preserve life. I swear that I will not raise my hand in violence, nor seek to cause another harm. I will serve my king by healing his people and preserving the knowledge I have been given.” This is the Oath taken by those who enter a House of Healing and join this order of healers. Members of the Houses enjoy the direct protection of the King (and Stewards); and will granted an escort of the King’s guard, when travelling through dangerous territory. Even the enemies of Gondor hold respect for the Healers. Every city of Gondor has at least one House of healing. Anyone, be he Gondorian citizen or Haruze commoner, is allowed to become a Healer. Time to Acquire: 120 months Starting Money: normal Special: Patronage of local noble ...............................................................20 High quality medical kit (+15).....................................................50 D10 concussion repair herbs.........................................................30 D10 poison antidotes.....................................................................40 D10 general purpose herbs ...........................................................30 D10 burn/exposure herbs..............................................................30 D10 circulatory repair herbs.........................................................50 Debt of gratitude from a local VIP...............................................20 White or Pale blue robe and a heraldic device of a white tree with a hand superimposed upon it. (Both symbols of the order).......................0 Category or Skill # of ranks Lore • Technical..................................................................................0 Herb Lore........................................................................................2 Poison Lore.....................................................................................1 Tech/Trade • Professional category....................................................0 Physic .............................................................................................2 Second Aid......................................................................................2

Surgery ............................................................................................2 Tech/Trade • General category...........................................................0 First Aid...........................................................................................2 Use Prepared Herbs.........................................................................2 Tech/Trade • Vocational category.......................................................0 Midwifery........................................................................................2 Apothecary .....................................................................................2 Stat Gains: Intuition. Professional Qualifier: Only available in campaigns from circa SA3320 to FA.

COST BY PROFESSION Barbarian…………………… 41 Fighter……………………… 41 Thief ……………………… Rogue ……………………… 41 Layman …………………… Essence Alchemist ………… 41 Magician…………………… Animist……………………… 41 Channelling Alchemist …… Lay Healer ………………… 41 Sorcerer…………………… Astrologer…………………… 41 Seer………………………… Bard………………………… 41 Ranger……………………… Drughân …………………… 41 Kekhavra…………………… Vacavra……………………… 41 Wegech ……………………

Time to Acquire: 84 months 41 41 41 41 41 41 41 41 41

EXPLORER (L) Similar to the Adventurer, the Explorer specializes in travelling in uncharted areas and outdoor exploration. This could include sailing explorers as well as overland explorers. Time to Acquire: 66 months Starting Money: normal Special: Weapon (+10 non-magic).............................................................40 Riding animal (GM’s choice).......................................................40 Passage credit on a ship (GM’s discretion)..................................40 d1O herbs (GM’ s choice).............................................................30 Map of the known world.................................................................0 Category or Skill # of ranks Weapon/Attack skill category (choice)..............................................1 Weapon/Attack skill (choice).........................................................1 Athletic • Gymnastic skill category....................................................1 Climbing..........................................................................................1 Athletic • Endurance skill category....................................................1 Swimming.......................................................................................1 Awareness • Searching skill category.................................................1 Observation.....................................................................................1 Lore • General skill category..............................................................2 choice of up to two skills..................................................... 2 (total) Technical/Trade • General.................................................................3 First Aid...........................................................................................1 choice of up to two skills..................................................... 2 (total) Stat Gains: constitution, choice of one other stat

COST BY PROFESSION Barbarian…………………… 32 Fighter……………………… 32 Thief ……………………… Rogue ……………………… 31 Layman …………………… Essence Alchemist ………… 38 Magician…………………… Animist……………………… 36 Channelling Alchemist …… Lay Healer ………………… 37 Sorcerer…………………… Astrologer…………………… 39 Seer………………………… Bard………………………… 33 Ranger……………………… Drughân …………………… 33 Kekhavra…………………… Vacavra……………………… 37 Wegech ……………………

FARADRIM ARAN (V) The Faradrim Aran (S. Royal Rangers) of Arthedain hold traditions dating back to the lordship of Gil-Galad over Eriador in the Second Age, predating the founding of Arnor. Charged with the border-watch and with infiltration and scouting, the Rangers are both an elite and independent part of the Arthedain military. Exercising a large amount of autonomy from the standard chain of command within the Royal Army, the Rangers will allow anyone to join (even, rarely, Dwarves and Elves (no Orcs or Teregs)). Hopefuls must be ‘sponsored’ by an existing Ranger, and must pass the rigorous tests required for admittance. Recruits must commit to a term of 7 years of service to be considered.

31 33 39 39 39 36 32 36 37

Starting Money: normal + d10 (open-ended) Special: +10 Leather Jerkin (AT 5).............................................................50 +5 target shield..............................................................................50 Award of Merit (an Eresselen star-broach)...................................10 +10 broadsword.............................................................................60 +5 (magic) broardsword................................................................10 Close friends with senior Ranger..................................................40 Ranking contact in Royal Army ...................................................50 +10 composite bow.......................................................................30 +5 (magic) composite bow...........................................................30 non-magic cloak (+30 to stalk/hiding skills)................................30 Promotion to watch-leader............................................................10 Promotion to senior Ranger............................................................0 Category or Skill # of ranks Weapon • 1-H Edged skill category....................................................3 Broadsword .....................................................................................3 Weapon • Missile skill category .........................................................3 Composite Bow...............................................................................3 Armor • Light skill category...............................................................2 Soft leather......................................................................................2 Body Development skill category ......................................................0 Body Development..........................................................................3 Athletic • Endurance skill category....................................................2 Swimming .......................................................................................1 Distance Running............................................................................1 Athletic • Gymnastic skill category....................................................2 Climbing..........................................................................................2 Awareness - Perceptions skill category ..............................................0 Alertness..........................................................................................2 Communications skill category ..........................................................0 Westron, spoken..............................................................................3 Adunaic, spoken..............................................................................3 Morlam, spoken...............................................................................3 Crafting skill category.........................................................................0 Fire Starting.....................................................................................1 Outdoor • Environmental skill category.............................................3 Choice of up to three skills.............................................................3 SubterfugeAttack skill category .........................................................2 Ambush............................................................................................2 Subterfuge • Mechanics skill category...............................................2 Choice of two skills.........................................................................2 Subterfuge • Stealth skill category......................................................4 Hiding..............................................................................................2 Stalking............................................................................................2 Tech/Trade • General skill category...................................................0 Mapping OR Orienteering..............................................................1 First Aid...........................................................................................1 Stat Gains: None. Professional Qualifier: Only available to Dwarven, Elven, Human

157

and Hobbit characters playing in campaigns from SA3320 to TA 1974.

COST BY PROFESSION Barbarian…………………… 53 Fighter……………………… 54 Thief ……………………… Rogue ……………………… 54 Layman …………………… Essence Alchemist ………… 69 Magician…………………… Animist……………………… 64 Channelling Alchemist …… Lay Healer ………………… 68 Sorcerer…………………… Astrologer…………………… 72 Seer………………………… Bard………………………… 60 Ranger……………………… Drughân …………………… 61 Kekhavra…………………… Vacavra……………………… 67 Wegech ……………………

53 57 74 68 74 70 57 64 67

FARADRIM FOROD (L) The Faradrim Forod (S. Rangers of the North) was formed after the fall of Arthedain by Aranarth, the last sole survivor of the Royalty of that Kingdom. Aranarth founded this loose organization in order to help cleanse Eriador of the evil of the Witch-king, and to preserve the bloodlines of the Dunedain. Over the course of the late Third Age, the Rangers did much to protect what was left of civilization in the remains of the North-kingdom. The exploits of one Captain of the Rangers are noted in a popular history of the War of the Ring, wherein Aragorn Elessar brought to fruition the hopes of Aranarth by claiming the crown of Gondor and beginning the recolonization of Arnor. It is extremely rare for any but those of pure Dunedain blood to become Rangers, though it is known to happen on occasion. Time to Acquire: 120 months Starting Money: normal Special: Eresselen star-broach..................................................................100 Friend in Elven Wandering-Company..........................................20 Contact in Eriadorian village........................................................50 Friendship with village noteworthy..............................................30 Contact/friend in Imladris (Rivendell).........................................10 +10 non-magic weapon.................................................................40 +10 non-magic armour.................................................................30 +5 magic weapon..........................................................................30 Wardship of Eriadorian village.......................................................0 Category or Skill # of ranks Weapon skill category (choice, melee)..............................................3 Weapon (choice).............................................................................3 Weapon • Missile skill category.........................................................3 Weapon (choice).............................................................................3 Armor skill category (choice).............................................................3 Armour (choice)..............................................................................2 Body Development skill category......................................................0 Body Development.........................................................................3 Lore • General skill category..............................................................2 Choice of up to two skills...............................................................2 Lore • Technical skill category...........................................................1 Choice of one skill..........................................................................1 Athletic • Endurance skill category....................................................2 Swimming.......................................................................................1 Distance Running............................................................................1 Athletic • Gymnastic skill category....................................................2 Climbing..........................................................................................2 Crafting skill category........................................................................0 Choice of Cooking or Fire Starting................................................1 Outdoor • Environmental skill category.............................................4 Choice of up to three skills.............................................................4 Tech/Trade • General skill category...................................................1

158

First Aid...........................................................................................1 Subterfuge • Mechanics skill category...............................................1 Choice of one skill..........................................................................1 Subterfuge • Stealth skill category .....................................................4 Hiding..............................................................................................2 Stalking............................................................................................2 Stat Gains: Agility and Constitution Professional Qualifier: Only available to Dunedain (of the lost realm), Elves and Half-elves in campaigns set between the years TA 1974 to FA 120. COST BY PROFES SION

Barbarian …………………… 50 Fighter ……………………… 51 Rogue ……………………… 51 Essence Alchemist ………… 65 Animist……………………… 61 Lay Healer…………………… 64 Astologer…………………… 70 Bard ………………………… 57 Drughân……………………… 54 Vacavra……………………… 62

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

53 55 71 64 71 67 54 61 62

FARMER (L) Farners devote their lives to growing the food that the rest of society consumes. Farmers usually make up a majority of the population. Usually a great tragedy must strike before a farmer will seek adventure. Sometimes a simple peasant lad is detined for greatness, and must leave his family farm to seek his fortune. Time to Acquire: 95 months Starting Money: normal Special: Superior farm implument (+5 pitch, no-magic)...........................20 d10 Chickens.................................................................................50 Cow (+5 Herding).........................................................................50 Simple map of local area..............................................................50 Riding beast (GM discretion).........................................................0 Category or Skill # of Ranks Athletic • Brawn skill category...........................................................1 Body Development Skill category......................................................0 Body Development.........................................................................2 Crafts skill category............................................................................0 Horticulture.....................................................................................2 Lore • General skill category..............................................................3 Fauna Lore.......................................................................................1 Flora Lore........................................................................................1 choice of one skill...........................................................................1 Outdoor • Animal skill category.........................................................3 Animal Handling.............................................................................2 choice of up to two skills.....................................................2 (total) Outdoor • Environment skill category................................................2 choice of up to two skills.....................................................2 (total) Stat Gains: Constitution

Cost by Profession Barbarian …………………… 25 Fighter ……………………… 26 Thief ……………………… Rogue ……………………… 27 Layman …………………… Essence Alchemist ………… 40 Magician…………………… Animist……………………… 29 Channelling Alchemist …… Lay Healer…………………… 39 Sorcerer …………………… Astrologer…………………… 40 Seer…………………………

30 30 41 35 41 39

Bard………………………… 31 Ranger……………………… 27 Drughân …………………… 29 Kekhavra…………………… 29 Vacavra……………………… 36 Wegech …………………… 33

FORTUNE TELLER (V) Often self-taught, some Fortune tellers earn their living from reassuring the anxious about the future, to others it is a pastime with which to entertain their jaded friends. Success in prediction is as much due to an eloquent flow of words and understanding the querent as to any true ability. Time to Acquire: 40 months Starting Money: normal Special: Knowledge of unexplained portent/prophecy concerning a person or place........................................................60 Agift from a satisfied querent (worth 2d10 sp)...........................40 Agift from a satisfied querent (worth 5d10 sp)...........................30 Divination apparatus: e.g., a set of Tarot cards, a crystal ball, etc. (+10 nm, Divinations)..................................................................30 Astrological almanacs covering five years ..................................40 Friends with important person (e.g., magistrate, priest, guildmaster)..................................................................................40 Divination apparatus either set of Tarot cards, crystal ball etc, or an astrological almanac covering one year (GM choice)..............0 Category or Skill # of Ranks Artistic • Active skill category...........................................................1 Tale Telling or Poetic Improvisation..............................................1 Awareness • Searching skill category.................................................1 Lie Perception.................................................................................1 Influence skill category...................................................................2 Duping.............................................................................................2 Lore • Magical skill category .............................................................1 Divination Lore...............................................................................1 Power Awareness skill category.........................................................3 Divinations......................................................................................3 Professional Qualifier: none

Special: 2d10 Concussion Repair herbs.....................................................50 d10 Poison antidotes.....................................................................30 d1O Burn/Exposure herbs.............................................................30 d10 Circulatory Repair herbs........................................................30 d10 General Purpose herbs...........................................................30 Superior medical kit (+15 non-magical).......................................30 Medical kit (+5 non-magical).........................................................0 Category or Skill # of ranks Technical/Trade • Professional skill category....................................0 Diagnostics......................................................................................1 Second Aid......................................................................................1 Technical/Trade • General skill category............................................0 First Aid...........................................................................................1 Use Prepared Herbs.........................................................................1 Technical/Trade • Vocational skill category.......................................0 Midwifery........................................................................................1 Prepare Herbs..................................................................................1 Stat Gains: none

COST BY PROFESSION Barbarian …………………… 21 Fighter ……………………… 21 Thief ……………………… Rogue ……………………… 21 Layman …………………… Essence Alchemist ………… 21 Magician…………………… Animist……………………… 21 Channelling Alchemist …… Lay Healer…………………… 21 Sorcerer …………………… Astrologer…………………… 21 Seer………………………… Bard ………………………… 21 Ranger……………………… Drughân……………………… 21 Kekhavra…………………… Vacavra……………………… 21 Wegech ……………………

21 21 21 21 21 21 21 21 21

HEALER (ORC) (V) Contrary to popular opinion of orkish healers, they are very accoplished at what they do. It’s just that they don’t bother about things like scaring and pain. In fact anyone (except Elves) healed by an Orc is garented to have a permanent scar. Time to Acquire: 17 months

Lifestyle Skills: none

Starting Money: normal

Stat Gains: none

COST BY PROFESSION Barbarian…………………… 35 Fighter……………………… 35 Thief ……………………… Rogue ……………………… 31 Layman …………………… Essence Alchemist ………… 20 Magician…………………… Animist……………………… 18 Channelling Alchemist …… Lay Healer ………………… 24 Sorcerer…………………… Astrologer…………………… 21 Seer………………………… Bard………………………… 22 Ranger……………………… Drughân …………………… 24 Kekhavra…………………… Vacavra……………………… 21 Wegech ……………………

29 27 20 21 24 17 27 18 21

HEALER (V) A healer is a person dedicated to tended to the sick. This should include all types of persons who are caring for the sick, not just those that actually perform the healing (e.g., the nurses, attendants, etc.). Most people who tend to the sick are doing so on a voluntary basis.

Special: d10 Concussion Repair herbs .......................................................50 d10 Circulatory Repair herbs........................................................40 d10 General Purpose herbs...........................................................40 Good medical kit (+10 nm First, Second Aid).............................40 1 Organ Repair herb......................................................................30 1-4 Muscle/Cartlage Repair herbs................................................30 Medical kit (+5 nm First, second aid)............................................0 Category or Skill # of ranks Technical/Trade • Profesional skill category......................................0 Diagnostics......................................................................................2 Second Aid......................................................................................2 Technical/Trade • General skill category............................................2 First Aid...........................................................................................1 Use Prepared herb...........................................................................1 Technical/Trade • Vocational..............................................................0 Preparing Herbs...............................................................................1 Stat Gains: none Professional Qualifier: half-orcs, orcs and Uruk-hai only.

Time to Acquire: 18 months Starting Money: normal

COST BY PROFESSION Barbarian …………………… 27

159

Fighter……………………… 27 Rogue ……………………… 27 Essence Alchemist ………… 27 Animist……………………… 27 Lay Healer ………………… 27 Astrologer…………………… 27 Bard………………………… 27 Drughân …………………… 27 Vacavra……………………… 27

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorcerer…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

27 27 27 27 27 27 27 27 27

HERMIT (L) Retreating from civilization, the Hermit leads a solitary life of unremitting hardship. He makes his abode in the wastes, whether it be in the frozen mountains, under the blazing desert sun or on bleak island haunts. Distanced from the distractions of mundane life, the Hermit searches for spiritual or philosophical enlightenment. Time to Acquire: 130 months Starting Money: normal or none (GM discretion) Special: Bound by a vow (e.g., chastity, poverty etc)................................40 One week’s worth of preserved foodstuffs...................................50 2d10 silver pieces (contributions from wanderers).....................50 Afine gift from a passerby (worth 10d10 silver pieces)............20 An animal companion (GM choice).............................................40 Respected/feared/avoided by local populace (GM discretion)...40 Respected by a notable in the region (a noble, a wizard, etc.)...20 Nothing particularly special (GM choice)......................................0 Category or Skill # of Ranks Awareness • Perception skill category...............................................0 Alertness..........................................................................................1 Awareness • Senses skill category......................................................1 Time Sense......................................................................................1 Body Development skill category......................................................0 Body Development.........................................................................1 Lore • General skill category..............................................................2 Region Lore.....................................................................................3 Philosophy or Religion...................................................................2 choice of up to 2 skills......................................................... 2 (total) Outdoor • Environmental skill category.............................................4 Foraging..........................................................................................2 Survival...........................................................................................2 Weather Watching...........................................................................2 Self Control skill category..................................................................2 choice of up to 3 skills......................................................... 3 (total)

A herbalist is a person who specializes in growing, preparing, and cultivating herbs. Very often, herbalists are found near urban areas (where demand for herbs is higher), though they also like to secluded nature of a more rural environment. Time to Acquire: 33 months Starting Money: normal +d10 (open-ended) Special: 3 Poison antidotes.........................................................................50 4 Bone Repair herbs......................................................................50 10 Burn/Exposure herbs................................................................50 2 Circulatory Repair herbs............................................................50 10 Concussion Repair herbs.........................................................50 d10 General Purpose herbs...........................................................50 1 Life Preservation herbs..............................................................50 5 Muscle/Cartilage Repair herbs ..................................................50 3 Nerve Repair herbs....................................................................50 4 Organ Repair herbs....................................................................50 d10 Intoxicant herbs......................................................................30 d10 Poison herbs...........................................................................30 d10 Concussion Repair herbs .........................................................0 Category or Skill # of ranks Craft skill category..............................................................................0 Horticulture.....................................................................................2 Lore • General skill category..............................................................2 Flora Lore........................................................................................2 Outdoor • Environmental skill category.............................................4 Foraging...........................................................................................3 choice of one skill...........................................................................1 Technical/Trade • Vocational skill category.......................................0 Prepare Herbs..................................................................................2 Stat Gains: none COST BY PROFES SION Barbarian …………………… 20 Fighter ……………………… 24 Thief ……………………… 24 Rogue ……………………… 24 Layman …………………… 24 Essence Alchemist ………… 27 Magician…………………… 27 Animist……………………… 20 Channelling Alchemist …… 24 Lay Healer…………………… 27 Sorcerer …………………… 27 Astrologer…………………… 24 Seer………………………… 27 Bard ………………………… 24 Ranger……………………… 20 Drughân……………………… 20 Kekhavra…………………… 20 Vacavra……………………… 24 Wegech …………………… 24

HUNTER (L)

Professional Qualifier: none

The Hunter is at home in the wilds. He ventures into the civilized areas only to buy supplies and sell his pelts.

Lifestyle Skills:none

Time to Acquire: 18 months

Stat Gains: Self Discipline, Constitution

Starting Money: normal +d10 (open-ended)

COST BY PROFESSION Barbarian…………………… 29 Fighter……………………… 33 Thief ……………………… Rogue ……………………… 33 Layman …………………… Essence Alchemist ………… 46 Magician…………………… Animist……………………… 38 Channelling Alchemist …… Lay Healer ………………… 42 Sorcerer…………………… Astrologer…………………… 41 Seer………………………… Bard………………………… 35 Ranger……………………… Drughân …………………… 31 Kekhavra…………………… Vacavra……………………… 41 Wegech ……………………

HERBALIST (V) 160

34 34 46 41 45 41 31 38 40

Special: d10 Animal Pelts (d10 sps each)...................................................50 d10 Animal Pelts (d10 sps each)...................................................50 d10 Animal Pelts (d10 sps each)...................................................50 Good set of traps (+15 non-magic)...............................................30 Reliable buyer for animal pelts.....................................................30 Traps (+10 non-magic)....................................................................0 Category or Skill # of ranks Missile Weapon skill category............................................................1 choice of one skill...........................................................................1 Outdoor • Environmental skill category.............................................4 Hunting............................................................................................2 choice of two skills..............................................................2 (total) Lore • General skill category..............................................................3

Fauna Lore......................................................................................2 Flora Lore........................................................................................1 Craft skill category .............................................................................0 Skinning..........................................................................................1 Awareness • Searching skill category.................................................4 Reading Tracks................................................................................2 Tracking...........................................................................................2 Subterfuge • Stealth skill category.....................................................2 Hiding..............................................................................................1 Stalking............................................................................................1 Stat Gains: Constitution COS T BY PROF ESSION Barbarian…………………… 30 Fighter……………………… 34 Thief ……………………… 30 Rogue ……………………… 30 Layman …………………… 35 Essence Alchemist ………… 46 Magician…………………… 47 Animist……………………… 33 Channelling Alchemist …… 44 Lay Healer ………………… 46 Sorcerer…………………… 47 Astrologer…………………… 45 Seer………………………… 43 Bard………………………… 35 Ranger……………………… 28 Drughân …………………… 32 Kekhavra…………………… 33 Vacavra……………………… 41 Wegech …………………… 45

INNKEEPER (V) An Innkeeper is aperson that runs and manages an establishment that provides lodging, food, and/or drink to travelers. This training package could be used to represent vocations involving othe types of commercial endeavors. An Innkeeper is more than just a merchant; he is a friend who opens his home to travelers, he is a confidant who rewards good tales with drink and warm company, and he is an eternal source of news and rumors. Sometimes an Innkeeper will hear a tale that is too good to ignore, and then he will pick up his rusty sword and leave the inn to go in search of adventure. Time to Acquire: 28 months Starting Money: normal + d10 (open-ended) Special: Close friends with a merchant......................................................50 Reputation as a good innkeeper....................................................60 Useful city contacts.......................................................................30 10 Loyal customers.......................................................................50 Large debt to moneylender or noble.............................................40 Useful legends and adventure hooks..............................................0 Category or Skill # of ranks Influence skill category......................................................................2 Trading ............................................................................................1 choice of one skill...........................................................................1 Technical/Trade • Professional skill category....................................0 Advertising......................................................................................2 Technical/Trade • General skill category...........................................1 Urban skill category............................................................................2 choice of upto two skills...................................................... 2 (total) Science/Analytic • Basic skill category .............................................1 Basic Math......................................................................................1 Crafts skill category............................................................................0 choice of Cooking or Brewery........................................................1 Service.............................................................................................2 Stat Gains: None

COST BY PROFESSION Barbarian…………………… 31 Fighter……………………… 29 Thief ……………………… Rogue ……………………… 27 Layman …………………… Essence Alchemist ………… 29 Magician…………………… Animist……………………… 30 Channelling Alchemist……

27 28 29 29

Lay Healer…………………… 29 Astrologer…………………… 29 Bard ………………………… 27 Drughân……………………… 30 Vracara……………………… 29

Sorcerer …………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

29 29 29 30 25

KING’S CORPS (V) The King’s Corps; is an elite mobile force that can be quickly deployed. Formally founded in T.A. 1643, and composed entirely of full-time professional soldiers garrisoned at Minas Anor, Minas ithil, Pelargir and Linhir. The largest portion of the Corps is comprised of heavily armored infantry, with contingents of archers, spearmen, though the Knights of Dol Amroth and other companies provide cavalry support. Proud and highly skilled, the soldiers of the King’s Corps are the prime instrument of Gondor’s border defense in the mid Third Age. Time to Acquire: 84 months Starting Money: normal + d10 (open-ended) Special: High quality armor (+10)..............................................................50 High quality weapon (+10)...........................................................50 Close friends w/officer..................................................................40 Ranking contact in King’s Corps..................................................40 Promotion......................................................................................30 Promotion......................................................................................30 Promotion......................................................................................30 Medal for Bravery...........................................................................0 Category or Skill # of ranks Weapon skill category #1*..................................................................3 Weapon Skill #1..............................................................................3 Weapon skill category #2*..................................................................2 Weapon Skill #2..............................................................................2 Armor • Medium category..................................................................3 Chain................................................................................................3 Body development category...............................................................0 Body Development..........................................................................3 Lore • General category......................................................................1 Heraldry (Gondorian)......................................................................1 Tech/Trade • Professional category....................................................0 Military Organization (Ground Forces)..........................................1 Athletic • Endurance category............................................................1 Distance running .............................................................................1 Crafting category.................................................................................0 Choice of Cooking or Fire Starting................................................1 Outdoor • Environmental category.....................................................1 Weather Watching...........................................................................1 Tech/Trade • General category............................................................1 choice of one skill...........................................................................1 * Choose from 1-H Edged (Broadsword), Polearm (Spear), or Missile (Composite Bow). Each weapon category can only be chosen once. Stat Gains: Constitution and strength. Professional Qualifier: Campaigns set after 1640 only. Dunedain (of Gondor), Gondorians only. COST BY PROFESS ION Barbarian …………………… 47 Fighter ……………………… 45 Thief ……………………… Rogue ……………………… 47 Layman …………………… Essence Alchemist ………… 57 Magician…………………… Animist……………………… 59 Channelling Alchemist …… Lay Healer…………………… 57 Sorcerer …………………… Astrologer…………………… 64 Seer…………………………

161

49 40 65 59 65 61

Bard………………………… 52 Ranger……………………… 50 Drughân …………………… 49 Kekhavra…………………… 59 Vracara……………………… 59 Wegech …………………… 58

LABOURER (V) Whenever raw manual labour is done, the people in charge rarely do it themselves. The nearby villages and towns were full of folks willing to work hard for a relatively small amount of money. Unskilled labor is often needed in and or around a castle (especially during construction of the structure). Time to Acquire: 14 months Starting Money: normal Special: Tools (+5 non-magic to crafts skill).............................................30 Tools (appropriate to a crafts skill)...............................................50 Friends with local bartender.........................................................40 Owed a favor from local noble.....................................................20 Enemies with local noble..............................................................20 Part of a work gang (3d 10 workers)..............................................0 Category or Skill # of ranks Athletic • Brawn skill category..........................................................2 Body Development skill category......................................................0 Body Development.........................................................................2 Crafts skill category............................................................................0 choice of one skill...........................................................................1 Technical/Trade • General skill category...........................................1 Stat Gains: none

COST BY PROFESSION Barbarian…………………… 11 Fighter……………………… 11 Thief ……………………… Rogue ……………………… 13 Layman …………………… Essence Alchemist ………… 25 Magician…………………… Animist……………………… 20 Channelling Alchemist…… Lay Healer ………………… 25 Sorcerer…………………… Astrologer…………………… 28 Seer………………………… Bard………………………… 18 Ranger……………………… Drughân …………………… 15 Kekhavra…………………… Vracara……………………… 23 Wegech ……………………

16 15 27 21 28 25 15 20 17

LOREMASTER (V) The perpetual scholar. The Loremaster studies, constantly striving to know all there is to know. Some Loremasters specialize in areas of knowledge; while others are diverse, knowing little bits about lots of things. Time to Acquire: 40 months Starting Money: normal Special: Book (+20 to a specific lore skill)................................................50 Book (+15 to a specific lore skill)................................................40 Book (+10 to a lore category).......................................................30 1-5 books (+5 to specific lore skills)............................................10 Book (+5 to a lore category)..........................................................0 Category or Skill # of ranks Lore • General skill category.............................................................6 choice of up to three skills................................................... 6 (total) Lore • Technical skill category...........................................................1 choice of one skills........................................................................1 Lore • Obscure skill category.............................................................1 choice of one skill..........................................................................1 Lore • Magical skill category .............................................................3 choice of up to two skills..................................................... 3 (total)

162

Stat Gains: none

COST BY PROFESSION Barbarian …………………… 30 Fighter ……………………… 30 Thief ……………………… Rogue ……………………… 27 Layman …………………… Essence Alchemist ………… 19 Magician…………………… Animist……………………… 22 Channelling Alchemist …… Lay Healer…………………… 22 Sorcerer …………………… Astrologer…………………… 21 Seer………………………… Bard ………………………… 18 Ranger……………………… Drughân……………………… 24 Kekhavra…………………… Vracara……………………… 22 Wegech ……………………

28 24 19 22 22 18 24 22 22

MAGIC CRAFTER (L) Some simple craftsmen are not as simple as they seem. Some of the most impressive and sturdy crafts are made with a little magical assistance. Magical Crafters can be of any realm, and they gain access to the training package spell lists to help in their trade. Time to Acquire: 72 months Starting Money: normal + d10 (open-ended) Special: Spell adder (+1).............................................................................30 Daily I item....................................................................................30 Exceptional crafted work (10d10 sp)...........................................50 Exceptional crafted work (8d10 sp).............................................50 Exceptional crafted work (6d10 sp).............................................50 Exceptional crafted work (4d10 sp).............................................50 Fine crafting tools (+15 to specific craft).....................................40 Good crafting tools (+10 to specific craft)...................................50 Crafting tools (+5 to specific craft)................................................0 Category or Skill # of ranks Craft skill category..............................................................................0 choice of up to three crafts...................................................3 (total) Power Awareness skill category .........................................................1 Attunement......................................................................................1 Spells • Own Realm TP List skill category........................................0 choice of training package list*...........................................3 (total) Technical/Trade • General skill category...........................................2 choice of upto two skills......................................................2 (total) Technical/Trade • Vocational skill category.......................................0 choice of up to two skills.....................................................2 (total) *select from Metal Crafting, Stone Crafting, Glass/Ceramic Crafting, Wood Crafting Stat Gains: None Professional Qualifier: Dwarves and Elves only. COST BY PROFES SION Barbarian …………………… 35 Fighter ……………………… 35 Thief ……………………… Rogue ……………………… 34 Layman …………………… Essence Alchemist ………… 27 Magician…………………… Animist……………………… 28 Channelling Alchemist …… Lay Healer…………………… 28 Sorceror…………………… Astologer…………………… 28 Seer………………………… Bard ………………………… 30 Ranger……………………… Drughân……………………… 30 Kekhavra…………………… Vracara……………………… 28 Wegech ……………………

34 33 27 28 28 28 31 28 27

ROYAL NAVY (MARINE) (V) The marines that serve in Gondor’s navy or fight on behalf of the Crown take pride in their skills. Many laboured as seamen before officially entering the profession. Although essentially

seaborne warriors trained somewhat in the art of handling a ship, these skilled boarders bear the triple burden of fighting the sea, battling an age-old nemesis, the Haradrim, and defending Gondor against a new threat, the Corsairs of Umbar. Time to Acquire: 84 months Starting Money: normal + d10 (open-ended) Special: Weapon (+10 non-magic).............................................................50 Armour (+10 non-magic)..............................................................50 Helmet (+10 non-magic)...............................................................50 Shield (+10 non-magic)................................................................50 Trade goods...................................................................................50 Close friends w/Dockmaster.........................................................50 Close friends w/ship’s officer.......................................................40 Ranking contact in Royal Navy....................................................40 Promotion......................................................................................30 Promotion......................................................................................30 Promotion......................................................................................30 Medal for Bravery...........................................................................0 Category or Skill # of ranks Armor • Heavy skill category.............................................................2 Plate.................................................................................................2 Athletic • Endurance skill category....................................................2 Swimming.......................................................................................2 Rowing ............................................................................................1 Athletic • Gymnastic skill category....................................................1 Climbing..........................................................................................1 Body development skill category.......................................................0 Body Development .........................................................................2 Craft skill category .............................................................................0 Rope Mastery..................................................................................1 Outdoor • Environmental skill category............................................2 Star Gazing......................................................................................1 Weather Watching...........................................................................1 Tech/Trade • General skill category...................................................1 Sailing..............................................................................................1 Tech/Trade • Professional skill category............................................0 Military Organization (Marine Forces)..........................................1 Weapon • 1-H Edged skill category...................................................2 Broadsword.....................................................................................2 Weapon • Missile skill category.........................................................2 Composite Bow...............................................................................2 Stat Gains: None Professional Qualifier: Gondorian citizens only. COST BY P ROFESSION Barbarian…………………… 47 Fighter……………………… 38 Thief ……………………… Rogue ……………………… 43 Layman …………………… Essence Alchemist ………… 55 Magician…………………… Animist……………………… 55 Channelling Alchemist …… Lay Healer ………………… 55 Sorceror…………………… Astologer…………………… 61 Seer………………………… Bard………………………… 50 Ranger……………………… Drughân …………………… 46 Kekhavra…………………… Vracara……………………… 56 Wegech ……………………

Time to Acquire: 80 months Starting Money: normal +d10 (open-ended) Special: Weapon (+10 non-magic)..............................................................50 Armour (+10 non-magic)..............................................................50 Shield (+10 non-magic)................................................................50 Medal (for wartime performance)................................................50 Favour from military figure..........................................................50 Favour from military figure..........................................................50 Extra d10 (open-ended) in money ................................................50 Extra d10 (open-ended) in money ..................................................0 Category or Skill # of ranks Weapon skill category (choice)...........................................................2 choice of one skill...........................................................................2 Armour • Light skill category.............................................................1 choice of one skill...........................................................................1 Athletic • Brawn skill category...........................................................1 choice of one skill...........................................................................1 Body Development skill category ......................................................0 Body Development..........................................................................2 Combat Manoeuvres skill category....................................................0 choice of one skill...........................................................................1 Communications skill category ..........................................................0 choice of one spoken language...........................................................2 Special Attacks skill category.............................................................0 choice of one skill...........................................................................1 Technical/Trade • General skill category............................................1 choice of one skill...........................................................................1 Technical/Trade • professional skill category....................................0 Military Organization......................................................................1 Technical/Trade • Vocational skill category.......................................0 Siege Engineering...........................................................................1 Stat Gains: Constitution COST BY PROFES SION Barbarian …………………… 36 Fighter ……………………… 34 Thief ……………………… Rogue ……………………… 37 Layman …………………… Essence Alchemist ………… 51 Magician…………………… Animist……………………… 49 Channelling Alchemist …… Lay Healer…………………… 52 Sorceror…………………… Astologer…………………… 55 Seer………………………… Bard ………………………… 44 Ranger……………………… Drughân……………………… 40 Kekhavra…………………… Vracara……………………… 50 Wegech ……………………

40 41 56 49 56 52 42 49 51

MERCHANT (V) 45 46 62 56 62 58 46 55 55

MERCENARY (L) A mercenary is an independent soldier who works for the highest paying employer. Most armies have at least a few mercenaries to fill out their ranks (and some are comprised mostly of mercenaries). Most mercenaries are well-versed in more than one culture-and have a good working knowledge of warfare.

From the miserly old cloth-maker to the industrious travelling silk merchant, everyone eventually deals with a seller of goods. Time to Acquire: 23 months Starting Money: normal +d10 (open-ended) Special: Close friends with a merchant......................................................40 Close friends with a merchant......................................................40 Close friends with a merchant......................................................40 Merchant’s scale and weights.......................................................30 Trade goods (10d10sp)..................................................................30 Trade goods (10d10sp)..................................................................30 Trade goods (d10sp)........................................................................0 Category or skill # of ranks Communication skill category............................................................3 choice of up to three languages ...........................................3 (total)

163

Science/Analytic • Basic skill category .............................................1 Basic Math......................................................................................1 Technical/Trade • Professional skill category....................................0 Advertising......................................................................................1 Technical/Trade • Vocational skill category.......................................0 Appraisal.........................................................................................2 Stat Gains: none COST BY P ROFESSION Barbarian…………………… 27 Fighter……………………… 25 Thief ……………………… 25 Rogue ……………………… 25 Layman …………………… 22 Essence Alchemist ………… 21 Magician…………………… 21 Animist……………………… 21 Channelling Alchemist …… 21 Lay Healer ………………… 21 Sorceror…………………… 21 Astologer…………………… 18 Seer………………………… 18 Bard………………………… 19 Ranger……………………… 24 Drughân …………………… 24 Kekhavra…………………… 21 Vracara……………………… 21 Wegech …………………… 21

MIDWIFE (V) Allways on hand day or night to see that the arrival of the communities newest member goes without a hitch. The midwife (almost allways a female) can be found in every community. Knowledgable inthe problems of pregnancy and chilled birth. Time to Acquire: 15 months Starting Money: normal Special: Close friends with a local family..................................................40 Close friends with a local family..................................................40 Close friends with a local family..................................................40 d10 doses of Harlinder..................................................................30 Nothing Special...............................................................................0 Category or skill # of ranks Technical/Trade • General..................................................................1 Use prepared herbs..........................................................................1 Technical/Trade • Vocational skill category.......................................0 Midwifery........................................................................................3 Preparing Herbs ..............................................................................1

Favour From An Important Person...............................................40 Family Jewels (worth d100sp)......................................................30 d5 Rival Siblings...........................................................................40 Evil relative determined to destroy you .......................................20 Riding horse/beast...........................................................................0 Category or Skill # of ranks Awareness • Senses skill category......................................................2 Lie Perception.................................................................................1 Poison Perception............................................................................1 Influence skill category.......................................................................2 Diplomacy.......................................................................................2 Leasderdhip.....................................................................................2 Lore • General skill category..............................................................2 Heraldry...........................................................................................2 choice of upto two skills.................................................................2 Outdoor • Animal skill category.........................................................1 Riding..............................................................................................1 Technical/Trade • Vocational skill category.......................................0 Administration.................................................................................1 Stat Gain: Presence COST BY PROFESSI ON Barbarian …………………… 24 Fighter ……………………… 25 Thief ……………………… Rogue ……………………… 25 Layman …………………… Essence Alchemist ………… 28 Magician…………………… Animist……………………… 27 Channelling Alchemist …… Lay Healer…………………… 28 Sorceror…………………… Astologer…………………… 27 Seer………………………… Bard ………………………… 25 Ranger……………………… Drughân……………………… 27 Kekhavra…………………… Vracara……………………… 28 Wegech ……………………

26 26 28 28 28 27 25 27 26

PERFORMER (V) A performer is a character who makes it his business to entertain crowds large or small. He will often be found in taverns or suqs. He is a restless soul however, and will seldom stay in one place for very long. Time to Acquire: 40 months Starting Money: normal +d10 (open-ended)

Stat Gains: none COST BY P ROFESSION Barbarian…………………… 18 Fighter……………………… 18 Thief ……………………… Rogue ……………………… 18 Layman …………………… Essence Alchemist ………… 18 Magician…………………… Animist……………………… 18 Channelling Alchemist …… Lay Healer ………………… 18 Sorceror…………………… Astologer…………………… 18 Seer………………………… Bard………………………… 18 Ranger……………………… Drughân …………………… 18 Kekhavra…………………… Vracara……………………… 18 Wegech ……………………

18 18 18 18 18 18 18 18 18

NOBLE (L) Nobles are members of the ruling class. They are raised from birth to be leaders and administrators. However, not all nobles rulethere are many minor nobles (2nd, 3rd, 4th sons) that do not own or control lands or money.

Special: Disguise kit (+15 non-magic).......................................................50 Performance props (+10 non-magic)...........................................50 Close friends with a tavern owner................................................40 Close friends with a tavern owner................................................40 Close friends with a famous performer........................................20 Make-up kit (+5 non-magic)..........................................................0 Category or Skill # of ranks Artistic • Active skill category............................................................3 choice of one skill..........................................................................3 Athletic • Gymnastic skill category....................................................1 choice of one skill...........................................................................1 Communications skill category..........................................................5 choice of up to five languages.............................................5 (total) Influence skill category.......................................................................2 choice of up to two skills.....................................................2 (total) Stat Gains: none

Time to Acquire: 88 months Starting Money: normal + d10 (open-ended) Special: Royal Patron..................................................................................30 Favour From Royalty....................................................................20

164

COST BY PROFES SION

Barbarian …………………… 32 Fighter ……………………… 29 Thief ……………………… 28 Rogue ……………………… 28 Layman …………………… 26 Essence Alchemist ………… 28 Magician…………………… 27

Animist……………………… 27 Lay Healer ………………… 27 Astologer…………………… 23 Bard………………………… 17 Drughân …………………… 29 Vracara……………………… 27

Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

28 27 23 29 27 25

SAILOR (V) A sailor rarely travels inland; preferring to feel the spray of the ocean on his face. He is perfectly at home on the water (though he might spend a bit of time in the taverns on the docks). Time to Acquire: 28 months Starting Money: normal Special: Passage credit on a ship................................................................50 Trade good (10d10sp)...................................................................40 Passage credit on a ship................................................................50 Passage credit on a ship................................................................50 Close friends with a tavern owner................................................20 Close friends with a ship captain..................................................20 Passage credit on a ship..................................................................0 Category or Skill # of ranks Athletic • Endurance skill category....................................................2 Swimming.......................................................................................2 Athletic • Gymnastic skill category....................................................1 Climbing.........................................................................................1 Crafting skill category........................................................................0 Choice of Rope Mastery, Sail Making, Carpentry or Shipwright...........................................1 Lore • General skill category..............................................................2 choice of two skills.............................................................. 2 (total) Outdoor • Environmental skill category.............................................1 choice of Star Gazing or Weather Watching ..................................1 Technical/Trade • General..................................................................1 Orienteering.....................................................................................1

Category or Skill # of ranks Crafts skill category............................................................................0 Choice of Scribing or Calligraphy..................................................2 Lore • General skill category..............................................................4 choice of up to 4 skills.........................................................4 (total) Lore • Magical skill category..............................................................3 choice of up to 2 skills.........................................................3 (total) Lore • Obscure skill category .............................................................2 choice of one skill...........................................................................2 Lore • Technical skill category...........................................................2 choice of 2 skills...............................................................2 (total) Science/Analytical • Basic skill category...........................................2 choice of one skill...........................................................................2 Science/Analytical • Specialized skill category................................0 choice of one skill...........................................................................2 Spells • Own Realm TP skill category†..............................................0 Delving spell list ............................................................................3 Knowledge Mastery spell list .........................................................3 †category is Spells • Other Realm TP if character does not use the realm of Mentalism. Use cost in brackets for non-spell user of a different realm. Professional Qualifier: none Lifestyle Skills: none Stat Gains: none

Stat Gains: none

COST BY PROFES SION

COST BY P ROFESSION

Barbarian…………………… 19 Fighter……………………… 20 Rogue ……………………… 19 Essence Alchemist ………… 26 Animist……………………… 22 Lay Healer ………………… 24 Astologer…………………… 23 Bard………………………… 20 Drughân …………………… 20 Vracara……………………… 23

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

19 20 24 25 24 24 18 22 23

SAGE (L) The sage is the consummate scholar, with an unparalleled enthusiasm for learning, who acquires and assimilates knowledge from many sources, and can, by dint of special training, discern much from a simple examination of an object, whether it be commonplace or magical. Many Sages dedicate their lives to the preservation of knowledge, and will be found copying manuscripts in libraries or recording scraps of knowledge for posterity in their journals. Time to Acquire: 171 months Starting Money: normal Special:

Access to a library or other collection of manuscripts.................70 Book (+10 to one lore)..................................................................50 Book (+10 to one lore)..................................................................50 Friends with a library curator or archivist....................................50 Book (+10 to one specific General or Obscure Lore)..................40 knowledge of an artifact (history, powers and/or location; GM choice)...........................................................................................40 Knowledge of a secret about the local region (GM discretion)..30 Consulted by one or more personages of importance in local region............................................................................................20 Writing implements and a journal ..................................................0

Barbarian ……………… 51(55) Fighter ………………… 51(55) Rogue ………………… 50(54) Essence Alchemist ………… 43 Animist……………………… 45 Lay Healer…………………… 39 Astologer…………………… 38 Bard ………………………… 42 Drughân……………………… 50 Vracara……………………… 39

Thief ……………………50(54) Layman …………………48(53) Magician…………………… 45 Channelling Alchemist …… 45 Sorceror…………………… 45 Seer………………………… 36 Ranger……………………… 50 Kekhavra…………………… 39 Wegech …………………… 45

SCOUT (V) Scout can find employment in a variety of settings. Their general duties include travelling in front of a group for the purposes of finding hazards and/or dangers for the rest of the group to avoid. Time to Acquire: 33 months Starting Money: normal +d10 (open-ended) Special: 1 detailed map of a region.............................................................40 d10 sketchy maps of several regions............................................40 Good riding beast (+10 Riding)....................................................30 Missile weapon (+5 non-magic)...................................................20 Riding beast (GM’s discretion).......................................................0

165

Category or skill # of ranks Outdoor • Environmental skill category.............................................3 choice of up to three skills................................................... 3 (total) Outdoor • Animal skill category.........................................................2 choice of up to two skills..................................................... 2 (total) Awareness • Searching skill category.................................................4 Observation.....................................................................................2 Read Tracks.....................................................................................1 Tracking ..........................................................................................1 Weapon skill category (choice)..........................................................1 choice of one skill...........................................................................1

Bard ………………………… 26 Ranger……………………… 31 Drughân……………………… 31 Kekhavra…………………… 31 Vracara……………………… 31 Wegech31

Stat Gains: none

Starting Money: normal COST BY P ROFESSION

Barbarian…………………… 21 Fighter……………………… 24 Rogue ……………………… 21 Essence Alchemist ………… 34 Animist……………………… 22 Lay Healer ………………… 35 Astologer…………………… 32 Bard………………………… 27 Drughân …………………… 24 Vracara……………………… 30

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

23 27 37 30 37 30 18 22 33

SCRIBE (V) A Scribe is usually an educated individual that makes a living by writing. Scribes can also be found copying manuscripts and other documents. Scribes seldom travel, but when they do, it is usually in the service of a patron or scholar who seeks to deliver a message or obtain a rare bit of lore. Time to Acquire: 45 months Starting Money: normal Special: Set of pens and inkwell (+10 non-magic)....................................30 Book (+10 non-magic to a specific lore skill).............................50 Contacts in local church................................................................30 Contacts amoung the nobility.......................................................40 Esoteric arcane knowledge (GM discretion)................................10 Set of pens and inkwell (+5 non-magic)........................................0 Category or skill # of ranks Artistic • Passive skill category..........................................................1 Choice of Painting or Poeetry.........................................................1 Science/Analytic • Basic skill category .............................................1 Basic Math......................................................................................1 Self control skill category...................................................................1 mnemonics......................................................................................2 Crafts skill category............................................................................0 Calligraphy......................................................................................2 Scribing...........................................................................................2 Communications skill category..........................................................2 choice of one written language.......................................................5 Stat Gains: Memory COST BY P ROFESSION

Barbarian…………………… 34 Fighter……………………… 31 Rogue ……………………… 31 Essence Alchemist ………… 32 Animist……………………… 31 Lay Healer ………………… 29 Astologer…………………… 29

166

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer…………………………

SELLI NIENNAVA (L) Dedicated to healing, the Selli Niennava (Q. Sisters of Nienna) run charity hostels and hospitals through out Eriador. It is the prominent organization of this kind in Eriador. Time to Acquire: 120 months

Special: High quality medical kit (+15).....................................................50 D10 concussion repair herbs.........................................................30 D10 poison antidotes.....................................................................40 D10 general purpose herbs ...........................................................30 D10 burn/exposure herbs..............................................................30 D10 circulatory repair herbs.........................................................50 Medical Kit (+5 nm).......................................................................0 Category or Skill # of ranks Lore • Technical..................................................................................0 Herb Lore........................................................................................2 Poison Lore.....................................................................................1 Tech/Trade • Professional category....................................................0 Physic .............................................................................................2 Second Aid or Surgery ...................................................................2 Tech/Trade • General category ...........................................................0 First Aid...........................................................................................2 Use Prepared Herbs.........................................................................2 Tech/Trade • Vocational category.......................................................0 Choice of Midwifery or Apothecary ..............................................2 Spells • Own Realm Open/Closed List Skill Category†....................0 choice of one spell list*.......................................................2 (total) †category is Spells • Other Realm Open/Closed if character does not use the realm of Channelling. Use cost in brackets for non-spell users of a different realm. • choose from Concussion’s Ways, Purifications, Muscle Law, Nerve Law, Organ Law Stat Gains: Intuition. Professional Qualifiers: Female characters only.

COST BY PROFESSION Barbarian ……………… 48(59) Fighter ………………… 47(58) Thief ……………………45(57) Rogue ………………… 43(54) Layman …………………40(50) Essence Alchemist ………… 40 Magician…………………… 40 Animist……………………… 36 Channelling Alchemist …… 36 Lay Healer…………………… 40 Sorcerer …………………… 36 Astrologer…………………… 36 Seer………………………… 40 Bard ………………………… 48 Ranger……………………… 39 Drughân……………………… 39 Kekhavra…………………… 36 Vracara……………………… 36 Wegech …………………… 36

SHAMAN PRIEST (MERP) (L) 31 29 32 31 31 27

In tribal communities, there are seldom organized churches. Instead, the groups often lead by a single religious leader. This leader will often use animal totems and other forces of nature to assist him in his duties. Shaman Priest are a repected member of the community in most societies; but in some (Orc, Variag, dark societies) their position is based on fear and power.

Time to Acquire: 69 months

Choose Bash, Grapple, Claw and/or Bite...........................4 (Total) Stat Gains: Self Discipline.

Starting Money: normal Special: Divination Aid (+15 nm to Divination)........................................50 Large animal companion (GM’s choice)......................................20 Spell adder (+1).............................................................................40 Daily I spell item (2nd level spell)...............................................40 Weapon (+10 non-magic).............................................................40 Armour (+10 non-magic)..............................................................40 Favourable reputation or Disreputable reputation (choice).........30 Small animal companion (GM’s choice)......................................40 Divination Aid (+5 nm to Divination)............................................0 Category or Skill # of ranks Outdoor • Animal skill category.........................................................3 choice of up to four skills.................................................... 3 (total) Spells • Own Realm Open List skill category....................................0 choice of one list.................................................................. 2 (total) Power • Awareness skill category......................................................2 Divination............................................................................. 2 (total) Influence skill category......................................................................1 choice of one skill...........................................................................1 Lore • General skill category..............................................................2 choice of up to two skills..................................................... 2 (total) Stat Gains: Intuition, Presence

COST BY PROFES SION

Barbarian …………………… 35 Fighter ……………………… 36 Rogue ……………………… 35 Essence Alchemist ………… 56 Animist……………………… 53 Lay Healer…………………… 51 Astologer…………………… 54 Bard ………………………… 45 Drughân……………………… 42 Vracara……………………… 53

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

35 41 55 54 55 51 39 53 55

SPY (V) A spy is a person who makes it his job to infiltrate enemy positions, gather information, and return that information to his people. Time to Acquire: 44 months Starting Money: normal +d10 (open-ended)

Professional Qualifier: Channeling users only. COST BY PROFES SION Barbarian…………………… 47 Fighter……………………… 46 Thief ……………………… Rogue ……………………… 40 Layman …………………… Essence Alchemist ………… 30 Magician…………………… Animist……………………… 28 Channelling Alchemist …… Lay Healer ………………… 31 Sorceror…………………… Astologer…………………… 31 Seer………………………… Bard………………………… 33 Ranger……………………… Drughân …………………… 33 Kekhavra…………………… Vracara……………………… 31 Wegech ……………………

Professional Qualifier: ABeijabar with the ability to change into a bear.

43 35 30 31 31 31 34 28 29

SKUIFTLAIKAR (V) The Skuiftlaikar (Rh. shape-changer) seeks to understand and embrace his ability to transformation into a Bear. To master the senses and abilities of this new form. Time to Acquire: 15 months. Starting Money: normal. Special: Friends with local bears................................................................50 Knowledge of a good fishing spot................................................40 Friends with a local Animist.........................................................40 Asecluded cave...............................................................................0 Category or Skill # of ranks Athletic • Endurance skill category....................................................2 Choose from Distance Running, Swimming, and/or Sprinting.....2 Athletic • Gymnastics skill category..................................................2 Climbing..........................................................................................2 Awareness • Perceptions skill category..............................................0 Alertness..........................................................................................2 Awareness • Senses skill category......................................................2 Sense Awareness (choose from taste, smell, sight or hearing)......2 Self Control skill category..................................................................4 Shape-changing...............................................................................4 Special Attacks skill category.............................................................0

Special: False identification (+10 non-magic)...........................................50 Cloak (+10 non-magic).................................................................40 Contacts within friendly government...........................................40 Lock picks (+10 non-magic).........................................................30 Important papers (worth 10d10sp)...............................................20 Weapon (+5 non-magic)..................................................................0 Category or skill # of ranks Subterfuge • Stealth skill category......................................................4 choice of up to four skills....................................................4 (total) Subterfuge • Mechanics skill category...............................................1 choice of one skill...........................................................................1 Awareness • Searching skill category.................................................2 choice of up to two skills.....................................................2 (total) Awareness • Perceptions skill category..............................................0 Alertness..........................................................................................1 Communications skill category ..........................................................2 choice of up to two skills.....................................................2 (total) Influence skill category.......................................................................2 choice of up to two skills.....................................................2 (total) Stat Gains: none COST BY PROFES SION

Barbarian …………………… 27 Fighter ……………………… 28 Rogue ……………………… 24 Essence Alchemist ………… 43 Animist……………………… 33 Lay Healer…………………… 42 Astologer…………………… 38 Bard ………………………… 26 Drughân……………………… 31 Vracara……………………… 38

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

23 27 39 41 41 37 25 33 40

SOLDIER (V) In almost every culture there is a professional warrior; whose job is to protect the peoples of that culture. If a promotion is gained

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(in the Special section), the character has been promoted in the ranks (more promotions equate to higher ranks). Time to Acquire: 26 months Starting Money: normal +d10 (open-ended) Special: Melee Weapon (+10 non-magic)..................................................30 Missile Weapon (+10 non-magic)................................................30 Shield (+10 non-magic)................................................................40 Helm (+ 10 non-magic)................................................................50 Armour (+10 non-magic)..............................................................40 Friends with a ranking officer......................................................20 Promotion......................................................................................20 Promotion......................................................................................20 Promotion......................................................................................20 Promotion......................................................................................20 Promotion......................................................................................20 Nothing special ..............................................................................0 Category or Skill # of ranks Weapon skill category (choice)..........................................................2 choice of one skill...........................................................................2 Armour • Light skill category.............................................................2 choice of one skill...........................................................................2 Lore • General skill category..............................................................1 Heraldry...........................................................................................1 Body Development skill category......................................................0 Body Development.........................................................................2 Technical/Trade • Professional skill category....................................0 Military Organization.....................................................................1 Stat Gains: none COST BY P ROFESSION

Barbarian…………………… 22 Fighter……………………… 20 Rogue ……………………… 23 Essence Alchemist ………… 38 Animist……………………… 36 Lay Healer ………………… 39 Astologer…………………… 47 Bard………………………… 29 Drughân …………………… 26 Vracara……………………… 37

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

27 28 50 37 50 42 28 36 36

SURGEON (V) A practioner in the arts of bone setting, amutation and poking around your insides. This training package includes those people who are dedicated surgeons and those who are called upon to do it because of there association with sharp implements. e.g.; carpenters, buthchers, barbers, retired soldiers. Time to Acquire: 18 months Starting Money: normal Special: Acollection of sharp knives.........................................................50 Nothing special ..............................................................................0 Category or Skill # of ranks Science/Analtic • Specialized.............................................................0 Anatomy..........................................................................................2 Technical/Trade • Professional...........................................................0 Second Aid......................................................................................2 Surgery............................................................................................2 Stat Gains: none

168

COST BY PROFES SION

Barbarian …………………… 31 Fighter ……………………… 29 Rogue ……………………… 29 Essence Alchemist ………… 24 Animist……………………… 26 Lay Healer…………………… 26 Astrologer…………………… 26 Bard ………………………… 27 Drughân……………………… 27 Vracara……………………… 26

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

29 29 26 26 26 26 27 26 26

TERRITORIAL CORPS (V) Each lord or govenor (except Anórien, Ithilien, Lebennin) was responsible for recruiting a body of men to be stationed at cities and fortressess in his domain. The territorial Corps consisted mainly of infantry supported by skirmishers and archers. Time to Acquire: 26 months Starting Money: normal +d10 (open-ended) Special: Melee Weapon (+10 non-magic)..................................................30 Missile Weapon (+10 non-magic).................................................30 Shield (+10 non-magic)................................................................40 Helm (+ 10 non-magic).................................................................50 Armour (+10 non-magic)..............................................................40 Friends with a ranking officer.......................................................20 Promotion......................................................................................20 Promotion......................................................................................20 Promotion......................................................................................20 Promotion......................................................................................20 Promotion......................................................................................20 Nothing special...............................................................................0 Category or Skill # of ranks Weapon Polearm skill category .........................................................2 Spear................................................................................................2 Weapon 1-HEdged skill category......................................................1 Dager...............................................................................................1 Armour • Light skill category.............................................................2 Rigid Leather...................................................................................2 Lore • General skill category..............................................................1 Heraldry (Gondorian)......................................................................1 Body Development skill category......................................................0 Body Development.........................................................................2 Technical/Trade • Professional skill category....................................0 Military Organization (Ground Forces)..........................................1 Stat Gains: none professional Qualifier: Gondorians only. COST BY PROFES SION

Barbarian …………………… 24 Fighter ……………………… 22 Rogue ……………………… 26 Essence Alchemist ………… 45 Animist……………………… 41 Lay Healer…………………… 45 Astologer…………………… 53 Bard ………………………… 34 Drughân……………………… 29 Vracara……………………… 43

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

TERRITORIAL CORPS

29 30 55 43 55 49 31 41 41

(RESERVISTS) (V) Each lord or govenor (except Anórien, Ithilien, Lebennin) was responsible for recruiting a body of men to be stationed at cities and fortressess in his domain. The territorial Corps consisted mainly of infantry supported by skirmishers and archers. The reservists serve a few monthe each year, practising their skills during free time from their normal occupation. Time to Acquire: 10 months Starting Money: normal Special: Melee Weapon (+10 non-magic)..................................................30 Missile Weapon (+10 non-magic)................................................30 Shield (+10 non-magic)................................................................40 Helm (+ 10 non-magic).................................................................50 Armour (+10 non-magic)..............................................................40 Friends with a ranking officer......................................................20 Nothing special ..............................................................................0 Category or Skill # of ranks Weapon 1-H Edged skill category......................................................1 choice of Short Sword or Broadsword...........................................1 Weapon Missile skill category............................................................1 Composite Bow...............................................................................1 Armour • Light skill category.............................................................1 choice of Soft leather or Rigid Leather..........................................1 Lore • General skill category..............................................................1 Heraldry (Gondorian) .....................................................................1 Technical/Trade • Professional skill category....................................0 Military Organization (Ground Forces).........................................1 Stat Gains: none

COST BY P ROFESSION

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

Stat Gains: none Professional Qualifier: half-orcs, orcs and Uruk-hai only. COST BY PROFES SION Barbarian …………………… 29 Fighter ……………………… 37 Thief ……………………… Rogue ……………………… 31 Layman …………………… Essence Alchemist ………… 52 Magician…………………… Animist……………………… 45 Channelling Alchemist …… Lay Healer…………………… 52 Sorceror…………………… Astologer…………………… 51 Seer………………………… Bard ………………………… 47 Ranger……………………… Drughân……………………… 47 Kekhavra…………………… Vracara……………………… 50 Wegech ……………………

29 39 53 51 53 50 34 45 51

TRAVELLER (V)

professional Qualifier: Gondorians only.

Barbarian…………………… 18 Fighter……………………… 17 Rogue ……………………… 20 Essence Alchemist ………… 29 Animist……………………… 29 Lay Healer ………………… 29 Astologer…………………… 43 Bard………………………… 25 Drughân …………………… 21 Vracara……………………… 29

choice oo one skill...........................................................................1 Body Developmentskill category.......................................................0 Body Development..........................................................................1 Awareness • Searching skill category.................................................4 Observation .....................................................................................1 Read Tracks.....................................................................................1 Tracking...........................................................................................1 Surveillance.....................................................................................1 Awareness • Senses skill category......................................................2 Sense Awareness (smell).................................................................2 Outdoor Environmental......................................................................2 choice of upto two skills......................................................2 (total) Subterfuge • Attack skill category......................................................2 choice of upto two skills).....................................................2 (total) Subterfuge • Stealth skill category......................................................1 Stalking or Hide..............................................................................1 Technical/Trade • General skill category............................................1 Orienteering.....................................................................................1

21 22 46 29 46 37 23 29 30

TRACKER (V) Trackers are Orc scouts. They are highly trained at reconnaissance, ambush and infiltration. They are are trained at developing their sense of smell. Time to Acquire: 40 months Starting Money: normal Special: Dark Cloak (+15 Hiding non-magic)...........................................50 Leather Armour (+10 non-magic)................................................50 Boots (+10 Stalking non-magic)...................................................40 Weapon (+10 non-magic).............................................................40 Cloak (+5 Hiding non-magic).......................................................30 Boots (+5 Stalking non-magic).....................................................30 Melee weapon (+5 non-magia).......................................................0 Category or Skill # of ranks Weapon skill category (choice)..........................................................1

The traveller is simply that, a traveller. He is somewhat knowledgeable about his local region and knows the basics of the outdoors. Time to Acquire: 18 months Staring Money: normal Special: Weather-resistant clothing.............................................................80 Riding beast (GM’s discretion).....................................................30 Simple map of the local region.......................................................0 Category or Skill # of ranks Athletic • Gymnastic skill category....................................................1 Climbing..........................................................................................1 Athletci • Endurance skill category....................................................1 Swimming .......................................................................................1 Awareness • Searching skill category.................................................1 Observation .....................................................................................1 Outdoor • Environmental skill category.............................................1 choice of one sill .............................................................................1 Outdoor • Animal sill category...........................................................1 Riding..............................................................................................1 Stat Gains: none COST BY PROFES SION

Barbarian …………………… 12 Fighter ……………………… 13 Rogue ……………………… 11 Essence Alchemist ………… 23 Animist……………………… 13 Lay Healer…………………… 20 Astologer…………………… 18

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer…………………………

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12 14 20 21 20 18

Bard………………………… 14 Ranger……………………… 11 Drughân …………………… 14 Kekhavra…………………… 13 Vracara……………………… 18 Wegech …………………… 19

WANDERER (L) The wanderer is similar to a traveller, except he has no “home” region. he has forsaken any roots and chooses instead to wander the world.

Stat Gains: Strength, Agility

Time to Acquire: 95 months

COST BY PROFESS ION

Starting Money: normal Special: Weather-resistant clothing............................................................80 Riding beast (GM’s discretion)....................................................40 Cloak (+5 Hiding).........................................................................30 Boots (+5 Stalking).......................................................................30 Simple map of the known world....................................................0 Category or Skill # of ranks Lore • General skill category..............................................................3 choice of up to three skills................................................... 3 (total) Athletic • Gymnastic skill category..................................................1 Climbing..........................................................................................1 Athletic • Endurance skill category....................................................1 Swimming.......................................................................................1 Awareness • Searching skill category.................................................1 Observation.....................................................................................1 Outdoor • Environmental skill category.............................................3 choice of up to three skills.................................................... 3(total) Outdoor • Animal skill category........................................................1 Riding..............................................................................................1 Communications skill category..........................................................3 choice of up to three skills................................................... 3 (total) Stat Gains: Constitution COST BY P ROFESSION

Barbarian…………………… 31 Fighter……………………… 31 Rogue ……………………… 29 Essence Alchemist ………… 35 Animist……………………… 28 Lay Healer ………………… 34 Astologer…………………… 29 Bard………………………… 28 Drughân …………………… 30 Vracara……………………… 31

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

30 29 34 33 34 31 28 28 32

WEAPON MASTER (L) A weapon master has made a life out of studying and perfecting the use of weapons. However, he seldom has learned much beyond the use of weapons. Time to Acquire: 95 months Starting Money: normal Special: Weapon (+15 non-magic).............................................................40 Weapon (+15 non-magic).............................................................40 Weapon (+10 non-magic).............................................................30 Weapon (+10 non-magic).............................................................30 Weapon (+5 non-magic).................................................................0 Category or Skill # of ranks Weapon skill category #1 ...................................................................5

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choice of up to five skills.....................................................5 (total) Weapon skill category #2....................................................................4 choice of up to four skills....................................................4 (total) Weapon skill category #3....................................................................3 choice of up to three skills...................................................3 (total) choice of one other skill..................................................................1 Weapon skill category #4....................................................................1 choice of one skill...........................................................................1

Barbarian …………………… 43 Fighter ……………………… 38 Rogue ……………………… 47 Essence Alchemist ………… 63 Animist……………………… 60 Lay Healer…………………… 65 Astologer…………………… 73 Bard ………………………… 56 Drughân……………………… 49 Vracara……………………… 60

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

49 50 73 64 73 70 53 60 61

Note: No more than two ranks may be allocated to any one weapon skill.

WOLFRIDER (L) Wolfriders are those Orcs who act as cavalry for marauding bands, mounted upon numerous species of wolf indiginous to their area. Some can be found riding riding Scara-gul, undead wolves who leave no bodies when killed. Time to Acquire: 116 months Starting Money: normal Special: Trained riding beast (wolf GM choice of species).......................50 Weapon (+15 non-magic weapon)................................................50 Armour (+10 non-magic)..............................................................50 Superior saddle/tack (+5 nm Riding, Mounted Combat).............40 Shield (+10 non-magic)................................................................30 Trained riding beast (Warg)..........................................................30 Other equipment (+5 non-magic)...................................................0 Category or Skill # of ranks Weapon skill category #1....................................................................2 choice of one skill...........................................................................2 Weapon skill category #2....................................................................1 choice of one skill...........................................................................1 Body Development skil category .......................................................0 Body Development.........................................................................2 Armour • Light or Medium skill category..........................................2 choice of one skill...........................................................................2 Lore • General skill category..............................................................1 Culture Lore (dwarf or Elf).............................................................1 Combat Manoeuvres skill category....................................................0 Mounted Combat.............................................................................2 Outdoor • Animal skill category.........................................................4 Riding (wolves)...............................................................................1 choice of up to two skills.....................................................3 (total) Stat Gains: Strength Professional Qualifier: half-orcs, orcs and Uruk-hai only. COST BY PROFESS ION

Barbarian …………………… 35

Fighter……………………… 31 Rogue ……………………… 35 Essence Alchemist ………… 55 Animist……………………… 53 Lay Healer ………………… 54 Astologer…………………… 59 Bard………………………… 46 Drughân …………………… 41 Vracara……………………… 55

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorceror…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

41 42 60 55 60 56 42 53 55

ZEALOT (L) A zealot is a fanatic for a religion. They are generally enthusiastic, but not necessarily aggressive. Time to Acquire: 73 months Starting Money: normal Special: Weapon (+10 non-magic).............................................................30 Daily I item (level 1 spell)............................................................30 Special religious token/sigil............................................................0 Category or Skill # of ranks Lore • General skill category..............................................................4 Religion...........................................................................................3 specific lore related to the cause....................................................1 Communications skill category..........................................................2 native language...............................................................................2 Influence skill category......................................................................3 Public Speaking..............................................................................3 Weapon/Attack skill category.............................................................1 choice of one skill...........................................................................1 Stat Gains: Intuition COST BY P ROFESSION

Barbarian…………………… 29 Fighter……………………… 27 Rogue ……………………… 28 Essence Alchemist ………… 28 Animist……………………… 30 Lay Healer ………………… 30 Astologer…………………… 30 Bard………………………… 24 Drughân …………………… 28 Vracara……………………… 30

Thief ……………………… Layman …………………… Magician…………………… Channelling Alchemist …… Sorcerer…………………… Seer………………………… Ranger……………………… Kekhavra…………………… Wegech ……………………

28 27 32 30 32 28 29 30 27

171

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FINAL CHARACTER PREPARATION YOUR CHARACTERS AGE Your character’s minimum starting age is sixteen plus the months required for any training packages that he starts with. He can be any age that is greater than his minimum. AGM may wish to modify this minimum based upon the race being played, as suggested below. • Dwarf, 50 plus the months required for any starting package. • Elf, 125 plus the months required for any starting package. • Hobbits, 23 plus the months required for any starting package. • Orcs, Uruk-hai, 9 plus the months required for any starting package. • Dunlendings, Easterlings, Haradrim, Variags, Lossoth, 13 plus the months required for any starting package. • Beijabar, Dorwinrim, Gramuz, Rohirrim, Woodmen, 15 plus the months required for any starting package. • Gimútéothraim, 14 plus the months required for any starting package. • Eriadorians, Gondorians, 16 plus the months required for any starting package. • Black Numenoreans, Corsair, Dunedain 20 plus the months required for any starting package. • Umli, 25 plus the months required for any starting package. • Drughu, 8 plus the months required for any starting package.

OUTFITTING Your character automatically begins the game with the equipment and money listed below. • Up to two normal weapons of your choice (in addition to any special items). You must have a skill rank of at least one in each weapon skill that applies to each weapon. • One suit of armour if your appropriate adjusted Armour skill bonus for that armour is -10 or higher. • Clothes (including cloak and boots), scabbards for your weapons, a weapon belt, belt pouch, and normal personal effects. • Any equipment and money (or it’s equivalent in belongings, as suggested in the culture descriptions) from spending talent points. • Any equipment and money (or it’s equivalent in belongings, as suggested in the culture descriptions)gained through training packages. • Any equipment purchased with your starting money. • Money (or it’s equivalent in belongings, as suggested in the culture descriptions)from a roll on the Starting Wealth Chart, based on your wealth level. All characters begin the game with a wealth level of very poor, unless Talent points have been spent to increase it. This roll is modified as shown in the chart below. • FR EE WE ALTH ROLL MODIF ICATION Wealth Level Mod ification Very Poor............................................ +60 Poor. ................................................... +50 Normal................................................ +45 Rich . ................................................... +30 Very rich ............................................. +10

STARTING W EALTH CHART Very Very roll Po or Poor Normal Rich Rich 01-10 5 ip 1tp 2tp 3cp 5bp 11-20 5 tp 1cp 2cp 6bp 2 sp 21-30 1cp 2cp 4cp 12bp 4 sp 31-35 5cp 1bp 2bp 24bp 1 5sp 36-40 2bp 35cp 7bp 48bp 3gp 41-45 5bp 75cp 15bp 96bp 15gp 46-50 1sp 15bp 3 sp 1gp spg* 30gp 51-55 1 5bp 25bp spg(5sp )* spg(15s p)* 60gp 56-60 2 sp 35bp spg(7sp )* 2gp 80gp 61-65 2 5bp 45bp 9 sp 3gp s pg(100gp)* 66-70 3sp 5 sp 1gp 4gp 125gp 71-75 3 5bp 55bp 11 sp 15gp 150gp 76-80 4sp 6 sp 1 2sp 25gp 250gp 81-85 4 5bp 65bp 1 3sp 35gp pg(300gp )* 86-90 5sp 75bp 1 5sp 45gp pg(500gp )* 91-94 s pg(5sp)* s pg(75bp)* spg(15s p)* pg(50gp)* jw(700gp )* 95-97 s pg(6sp)* spg(9sp )* spg(18s p)* pg(100gp )* jw(1000gp )* 98-99 jw(7sp)* jw(1 2sp)* jw(2 4sp)* jw(200gp )* jw(2500gp )* 100 jw(10sp )* jw(1 5sp)* jw(3 0sp)* jw(300gp )* jw(5000gp )* •: s pg = semi-precios gem(s ), pg = precious gem(s ), jw = jewelled object(s )

TOTALING THE BONUSES At this point you must determine and total your bonuses for all of your character’s skills and other capabilities. In addition, you should record that your character is 1st level and has 10,000 Experience points.

STAT BONUSES For each of your stats, the basic stat bonus from the Basic Stat Bonus Table T-2.1, the racial stat bonus modification from the Race Abilities Table T-1.1, and any special bonuses should already be recorded in the appropriate space next to the stats on your Character Record Sheet. So, add the values for each stat and record the total in the “Stat Bonus” space. Then for each skill, you need to record the sum of the bonuses for the stats that apply to that skill. SKILL BONUSES Total the number of skill ranks for each skill and determine the bonus from the Skill Bonus Table T-2.2. Then record each bonus on the appropriate skill’s bonus line of your Character Record Sheet. SKILL CATEGORY RANK BONUSES Total the number of ranks for each skill category and determine the bonus from the Skill Bonus Table T-2.2. Then record each bonus on the appropriate skill bonus lines of your Character Record Sheet (i.e., on each line for a skill that is in that category). PROFESSIONAL BONUSES Each profession receives bonuses for certain skill categories. Record these bonuses in the profession Bonuses spaces of all skill categories to which they apply. ITEM BONUSES Certain magic items provide bonuses to certain skills. Record these bonuses on your Character Record Sheet. SPECIAL BONUSES These bonuses can come from background options, spells, equipment penalties, etc. Record these bonuses on your Character Record Sheet.

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S KI LL BONUS TABLE T-2.2 Standard Standard Combined Skill Rank Skill Category Skill Rank Rank Bonus Bonus Bonus 0 -15 -15 -30 1 3 2 5 2 6 4 10 3 9 6 15 4 12 8 20 5 15 10 25 6 18 12 30 7 21 14 35 8 24 16 40 9 27 18 45 10 30 20 50 11 32 21 53 12 34 22 56 13 36 23 59 14 38 24 62 15 40 25 65 16 42 26 68 17 44 27 71 18 46 28 74 19 48 29 77 20 50 30 80 21 51 31 82 22 52 31 83 23 53 32 85 24 54 32 86 25 55 33 88 26 56 33 89 27 57 34 91 28 58 34 92 29 59 35 94 30 60 35 95 31+ 60 + 0.5 per 35 95 + 0.5 per rank over 30 rank over 30

TOTALING THE BONUSES Finally, for each skill and capability, you must add together the individual bonuses and record the result in the Total Bonus space on the player Character Record Sheet. These “Total” skill bonuses are the values that are actually used in play. DEFENSIVE BONUS Your defensive bonus has a section on your Character Record Sheet. You should fill in the space with the appropriate values: 3 times your Qu stat bonus, Armour Quickness penalty (if any), Adrenal Defense skill bonus (if any), your shield bonus (if any), and any special bonuses. For refferance: Your base Defensive Bonus vs. Melee = (3 x Qu Stat Bonus - Armour Quickness Penalty [minimum of 0]) + Shield Bonus + Special Item Bonus + Armour Quality + Adrenal Defense Skill Bonus (only if skill is being actively used) or Tumbling Evasion Skill Ranks (only if skill is being actively used) Your base Defensive Bonus vs. Missile = (3 x Qu Stat Bonus - Armour Quickness Penalty [minimum of 0]) + Shield Bonus + Special Item Bonus + Armour Quality + Half of Adrenal Defense Skill Bonus (only if skill is being actively used) or Tumbling Evasion Skill Ranks (only if skill is being actively used)

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Your base Defensive Bonus vs. Base Spell = Special Item Bonus Your base Defensive Bonus vs. Directed Spell = (3 x Qu Stat Bonus - Armour Quickness Penalty [minimum of 0]) + Shield Bonus + Special Item Bonus ± Bonus for Helmet + Armour Quality + Half Adrenal Defense Skill Bonus (only if skill is being actively used) or Tumbling Evasion Skill Ranks (only if skill is being actively used) Your base Defensive Bonus vs. Area Spell = (3 x Qu Stat Bonus - Armour Quickness Penalty [minimum of 0]) + Special Item Bonus ± Bonus for Helmet + Half Armour Quality

HITS You should record your Body Development skill bonus in the space marked “Hits”. NB evrybody gets a special +10 bonus to their body development skill. POWER POINTS You should record your Power Point Development skill bonus in the space marked “PPs”. EXHAUSTION POINTS As a character acts he expends Exhaustion points; e.g., for combat, movement, etc. Each character has a maximum number of exhaustion points (ExPs) equal to: 40 + (3 x Co stat bonus) + any special bonuses PHYSICAL APPEARANCE Appearance ia a value (1-100) which gives a general idea of the character’s exterior look to other members of his race (e.g., an 01 or 02 Appearance would indicate a really ugly person, while a 99 or 00 would indicate a very handsome character). Potential Appearance = d100 (not open-ended) + 3 * Pr stat bonus with results above 99 treated as 100, and results below 02 treated as 01. A characters temporary Appearance is equal to his potential appearance, if he is well groomed and well dressed (GM discretion). Potential Appearance can rise or drop during play due to circumstances (e.g., scars, diseases, increases in Presence, etc.). E NCUMBRANCE CHART % of character’s weight in dead weight more less than Encumbrance than or equal to Penalty 0 10 0 10 20 -8 20 30 -16 30 40 -24 40 50 -32 50 60 -40 60 70 -48 70 80 -56 80 90 -64 90 100 -72 100 110 -80 110 120 -88 120 130 -96 130 140 -104 140 and up -104 + (-8 per additional weight allowance)

ENCUMBRANCE You should total the dead weight of all of your character’s equipment and supplies (other than clothes and armour). Each character has a “weight allowance” equal to 10% of his own weight. If the total weight is over your character’s weight allowance, an encumbrance penalty will result. Encumbrance Penalty = -8 x truncated [10 x dead weight ÷ character’s weight]

MOVING MANOEUVRE PENALTY Each character has a Moving Manouevre Penalty that is added to any moving manoeuvre rolls (see Section 25.0 RMSR). A character’s MMP is equal to the sum of: 1) lesser of: 0 or (encumbrance penalty + 3 x St stat bonus) 2) lesser of: armour’s minimum manoeuvre mod. or (armour’s maximum manoe uvre mod.) + (skill bonus for the armour worn)

STRIDE M ODIFICATION CHART Height Modification Due to Stride 7’10” - 8’3” ……………………………+20 7’4” - 7’9”………………………………+15 6’10” - 7’3” ……………………………+10 6’4” - 6’9”……………………………… +5 5’10” - 6’3” ………………………………0 5’4” - 5’9”……………………………… -5 4’10” - 5’3” …………………………… -10 4’4” - 4’9”……………………………… -15 3’10” - 4’3” …………………………… -20 3’4” - 3’9”……………………………… -25 2’10” - 3’3” …………………………… -30 2’4” - 2’9”……………………………… -35 1’10” - 2’3” …………………………… -40

BASE MOVEMENT RATE The Base Movement Rate for an average Common Man is 50’ per round. This can be modified for a specific character by a number of factors: a stride modification, stat bonus, and penalties due to armour and encumbrance. Base Movement Rate = 50’+ Stride Modification + 3 x Qu Stat Bonus + Weight Penalty Each character should be able to calculate several standard Base Movement Rates for various situations (e.g., carrying all equipment, carrying weapons and armour only, having dropped backpack, etc.).

STRIDE MODIFICATION The Base Movement Rate is modified for a character’s length of stride. The stride of the average 6’ person is used as the norm; every 6” difference will result in and add or subtraction of 5 (see the Stride Modification Chart). STAT BONUS A character’s Base Movement Rate may be increased due to his Quickness. Base Movement Rate is modified by three times a character’s Quickness stat bonus. WEIGHT PENALTY A character’s Base Movement Rate may be reduced due to the amount of weight he carries and by the restictive nature of the armour he wears. A character’s Weight Penalty is equal to the sum of his Armour Quickness Penalty for the armour he is wearing, his encumbrance penalty for the dead weight he is carrying, and three times his Strength stat bonus. All positive results are treated as a zero (i.e., a weight penalty can never be greater than zero). Weight Penalty = the lessor of: 0 or (Armour Qu Penalty + Encumbrance Penalty + 3 x St bonus)

175

176

EQUIPMENT Money The price lists in this section and money gained on various tables; use the standard RMSS coins and values. Coins weigh 1/4 ounce (64 to the pound). 1 gold piece (gp) = 10 sps 1 silver piece (sp) = 10 bps 1 bronze piece (bp) = 10 cps 1 copper piece (cp) = 10 tin pieces 1 tin piece (tp) = 10 iron pieces When the game starts the GM may want players to convert any monies left into the coinage of the area they originated from or where the campapaign will begin.

have lighter pieces for small copper denominations: 1 gp = 10 sp; 1 sp = 100 cp; 1 cp = two ½ cp, one ½ cp = two ¼ cp. A half-copper weighs only 1/8 ounce, and a quarter-copper is but 1/16 ounce. Note: 1 Mithril piece = 20 gold pieces (Arthedain doesn’t issue mithril pieces).

Coins of Gondor The South Kingdom produces a ½ ounce gold, a ¼ ounce silver, a ¼ ounce bronze, and a ½ ounce copper piece. The rates: 1 gp = 20 sp, 1 sp = 10 bp, 1 bp = 5 cp. Gondor`s silver piece is equivalent to one from Arthedain. Note: 1 Mithril piece = 10 gold pieces (Gondor doesn’t issue mithril pieces).

Coins of Athedain Arthedain only mints ¼ ounce standard coins, although they

AT

Cost

Time

ARMOR CHART Weight Note

Le ath e r J erk in

5

1sp

1 day

7-12 lbs.

Ar m Gr ea ves Le g G re ave s Le ath e r C oa t Re in . L ea the r C oat

6 7

1sp 1sp 6sp 9sp

Re in . F ul l L thr Coa t Le ath e r Br ea stpla te Ch ai n Shi rt Fu ll C ha in

8 9 13 15

l1sp 45bp 15sp 65sp

Ch ai n Ha ube rk

16

55sp

35 day s 35-40 lbs.

La mel la r Sh irt

13

11sp

2 w ee ks 17-27 lbs.

La mel la r H au berk

16

45sp

3 w ee ks 37-42 lbs.

Bre ast pl ate

17

20sp

21 day s 20-30 lbs.

Sca le Shi rt

16

45sp

2 w ee ks 21-32 lbs.

H alf Sc al e

19

100sp

35 day s 50-70 lbs.

Ta rget Sh ie l d Roun d Sh ie ld Oval Sh ie ld Wa ll Shi el d Le ath e r H el met Supe r. Le ath e r H el m Pla te He lm Pot H el m Fu ll H e lm Ave nt ail Le ath e r Ba rdin g Ch ai n Bar di ng Le ath e r C ha nfron Le ath e r C rin e t Ch ai n Cri n et Le ath e r Br ace r Pla te Brac er Me tal Ga un tl et

7 16 -

35bp 55bp 7sp 9sp 15bp 25bp 35bp 4sp 9sp 3sp 35sp 150sp 6sp 5sp 27sp 1sp 2sp 2sp

3 day s 5 day s 6 day s 7 day s 1 day 1.5 day s 1 day 3 day s 8 day s 5 day s 2 w ee ks 40 day s 1 we e k 6 day s 10 day s 1 day 2 day s 4 day s

Item

2 day s 2-3 lbs. 2 day s 3-4 lbs. 6 day s 15-20 lbs. 2 w ee ks 17-25 lbs. 16 day s 4 day s 3 w ee ks 2 mon th s

19-30 10-18 15-25 35-50

lbs. lbs. lbs. lbs.

3-10 lbs. 10-20 lbs. 13-30 lbs. 30-50 lbs. 1-2 lbs. 1.5-2.5 lbs. 1.5-3 lbs. 1.5-3 lbs. 2.5-5 lbs. 1 l b. 100 lbs. 160 lbs. 15 lbs. 25 lbs. 31 lbs. 0.5 lbs. 0.75 lbs. 0.5 lbs.

A l e ath er ve st-l ike c over in g wi thou t a rms a nd r ea ch in g onl y to the w ais t or mi dthi gh. Pr otec ts ve rs us arm cri ts. Pr otec ts ve rs us le g cr its. A l e ath er coat cove ri ng th e ar ms an d mid-th i gh . A l e ath er coat cove ri ng th e ar ms an d mid-th i gh , bu t w ith ri gid-le a the r s ec tion s or me ta l s ec tion s se wn i n for re in force men t. A r ei nforc ed l e ath er coat (as above ) tha t c ov ers to th e low er le g. A r igid br ea stpla te cove rin g th e torso to mi d- thi gh an d part of the u ppe r arms. A c ha in s hi rt c ov er in g the tors o to mid-th igh a nd h al f of th e uppe r a rms. Ch ai n ma il cove ri ng most of the body a nd le gs in th e form of a sh irt an d le ggi ng A fu ll -l en gth ch ain ma il coa t spli t from th e wa ist in th e front an d bac k to faci li tate move me t. A Sl ee ve le ss shi rt ma des from smal l r ec tan gul ar pl ate s lac ed toge th er, w ith upwa rd fa cin g ove rl ays. Min . Ma noe uvr e Mod -10, Ma x. Ma nou eu vre Mod. - 70, Miss . Atta ck Pen al ty 0, Ar mou r Qu Pen a lty 5. Spec ial - 5 DB vs . mel ee , + 5 DB vs.mis sil e lon g coat tha t c ov er s a rms a nd l egs. Made from smal l re ctan gul ar pla tes la ce d toge th er, W hi ch a re ar ran ged i n upw ard fa ci ng ove rl ays in a ve rti cal a li gn men t. Min . Man oeu vr e Mod - 25, Max . Ma nou eu vre Mod. - 130, Mis s. A ttac k Pe na lty 20, Armour Qu Pen al ty 20. Spe ci al -5 DB vs. mel ee , + 5 DB vs .mi ssi le A me tal bre astpl ate plu s small er pla tes cove ri ng the torso to mid-th igh an d par t of the u pper arms. A s le ev el ess sh ir t made of ove rla ppi ng ov al or rou nde d squ are s cal es , W hi ch ar e arr an ge d i n dow nw ard, ove rl appin g sta gge re d rows . Min . Ma noe uv re Mod -25, Max. Man oue uv re Mod. -70, Mi ss. Atta ck Pen al ty 0, Armou r Qu Pen al ty 15. Sl e eve le ss Scal e sh irt worn ove r a c ha in mai l ha ube rk. Min . Ma noe uvr e Mod -35, Max. Man oue uv re Mod. -150, Mi ss. Atta ck Pen al ty 20, Armou r Qu Pen al ty 35. +20 v s. me le e; +10 vs. mi ssi le . +20 v er sus mel ee or missi le . +25 v er sus mel ee or missi le . +30 v s. me le e; +40 vs. mi ssi le . Pa dded sk u llc ap. Rei nforc ed me tal /l ea the r. In te rloc kin g, ove rl appin g plate s. Rei nforc ed me tal sk ul lc ap. Cove rs ne ck an d fac e; ha s v en t sl its . Ch ai n ne ck ar mou r; a ttac he s to he lm. Cove rs horse ’s tru nk . -15 to man eu v. Cove rs horse ’s tru nk . -20 to man eu v. Cove rs horse ’s he ad. T rea t a s h e lm. Cove rs horse ’s ne ck . -5 to man eu v. Cove rs horse ’s ne ck . -5 to man eu v. Wri st-gu ard. 25% gre ave prot. Wri st-gu ard. 50% gre ave prot. +5 Br aw lin g OB

Note: Armour type s 3, 4, 11, and 12 are animal armours, natura l body coverings with no normal armour equivalents. One cannot ac hieve such an AT without aquiring some enchante d and specia lly designed armour (e.g., magic fell beast skin). ATs 10, 14, a nd 18 are a chie ved by using t he appropriate base armour (9, 13, and 17, respe ctive ly) with greaves.

177

ARMOUR M ODIFCATIONS

ARMOUR MATE RIAL Crafting DB Cost Difficulty Mod. ATs Material x1 Light* +0 5-10 Cow Hide x10 Easy* +5 5-10 Buf falo Hide x50 Medium* +10 5-10 Alligator Hide x100 Hard* +15 5-10 Fell Beast Hide x.1 Light -10 13-20 Ang x100 Hard +0 13-20 Evyth x1 Light +0 13-20 Hard Iron x10 Easy +0 13-20 Borang x100 Medium +5 13-20 Arborang •= increase difficulty by one f or AT 9 and 10

178

Item

Cost

Type

Time

[bd]

Bastard Sword

20sp

2h

4-5 days

[ba] [bj] [bp] [bo] [bs] [c al [c l] [c b] [xh] [x1] [da] [dt] [fa] [fi] [ga}

Battle Axe Blackjac k Blowpipe Bola (2 handed) Broadsword Cat-o’-nine ta ils Club Composite Bow Crossbow, Hvy Crossbow, Lt. Da gger Da rt Falc hion Flail Ga rrote

13sp 2cp 12sp 5sp 10sp 1sp 1cp 17sp 25sp 11sp 3sp 1sp l5sp l9sp 18tp

2h 1hc mis th 1he 1hc 1hc mis mis mis 1he /th th 1he 2h special

[hb] [ha] [hp] [ja ] [la ] [lb]

Ha lbard Ha nd axe Ha rpoon Javelin Lanc e Long Bow Long Sci mata r Long Sword Mace Morning Star Pick Quarterstaff Scimitar Short Bow Short Sword Sling Spear Two-Ha nd Sword Usriev Wa r Hamme r Wa r Mattock Whip

l4sp 5sp 25bp 3sp 5sp 10sp 24sp 18sp 6sp 16sp 4sp 5cp l0sp 6sp 7sp 9bp 23bp 20sp 18sp 15sp l5sp 2sp

pa 1he pa/th pa/th pa mis 2h 1he 1hc 1hc 2h 2h 1he mis 1he mis pa/th 2h pa 1hc 2h 1hc

[ls] [ma] [ms] [pi] [qs] [sc] [sb] [ss] [sl] [sp] [ts] [us] [w h] [w m] [w p]

WE APON CHART Weight B#s Str. Fumble 6-8 lbs.

1-4

68-82

01-04

2 days 3-4 lbs. 6 hours 0.5 lbs. 1 da y 1 lb. 1 da y 1-2 lbs. 3 days 3-5 lbs. 1 da y 3 lbs. 6 hours 1-3 lbs. 14 days 2-3 lbs. 16 days 8-12 lbs. 7 days 4-8 lbs. 1 da y 0.5-1 lb. 6 hours 0.25-0.75 lbs. 3 days 1.5-2 lbs. 5 days 4-6 lbs. 0.5 lb.

1-8 1-8 1 1-6 1-7 1-5 1-8 Auto Auto Auto 1-6 1-6 1-7 1-7

65-75(w) 47-53(s) 80 47-53(s) 75-86 60(s) 46-54(w) 54-66 63-77 63-77 74-86 38-42(w) 74-86 65-75

01-05 01 01-04 01-07 01-03 01-07 01-04 01-04 01-05 01-05 01 01-02 01-05 01-08 special

2 days 6-9 lbs. 1 da y 2-3.5 lbs. 1 da y 5-7 lbs. 1 da y 3-3.5 lbs. 1 da y 8-15 lbs. 9 days 2-3 lbs. 4 days 5-7 lbs. 4 days 3.5-6 lbs. 2 days 2-3 lbs. 2 days 3-5 lbs. 2 days 3-7 lbs. 1 da y 3-5 lbs. 3 days 2-3 lbs. 3 days 1.5-2 lbs. 2 days 2-4 lbs 12 hours 0.5-1 lb. 1 da y 3-8 lbs. 5-7 days 5-12 lbs. 5 days 11-16 lbs 2 days 3-4 lbs. 2 days 4-6 lbs. 12 hours 0.25-0.75 lbs

1-7 1-7 1-6 1-5 1-8 Auto 1-7 1-6 1-8 1-7 1-8 1-7 1-5 Auto 1-6 Auto 1-5 1-8 1-7 1-8 1-8 1-4

65-75(w) 65-75(w) 67-73(w) 38-42(w) 56-74(w) 54-66 63-77 64-76 74-86(w) 65-75(w) 47-53(w) 66-75(w) 56-64 54-66 74-86 81-99 47-53(w) 69-81 63-75(w) 74-86(w) 65-75(w) 65-75(s)

01-07 01-04 01-04 01-04 01-07 01-05 01-05 01-03 01-02 01-08 01-06 01-03 01-04 01-04 01-02 01-06 01-05 01-05 01-06 01-04 01-06 01-06

Notes Can be used one-hande d with -15 OB. Use Table 2.32 in The Armoury™. 2’ long. Use Table 2.132 in The Armoury™. Use Table 2.134 in The Armoury™.

Use Table 2.135 in The Armoury™. See t he Ga rrote skill in the Spe cial A ttacks skill category Use Table 2.18 in Arms Law Use Table 2.117 in The Armoury™.

Use Table 2.37 in The Armoury™ Use Table 2.38 in The A rmoury™.

Use the table in the appendix.

The lette rs in brac ket s are the sta ndard abbreviation for that wea pon (used throughout t he RMSS). Type is the RMSS weapon category that a pplies to the weapon. When two categories could be a pplied, they will be se parated by a slash (each type must be develope d separately). A “(w)” after the strength of the weapon indica tes t he stats for the wea pon are for a woode n sha ft. A “(s)” after the strength of the we apon indicates that the sta ts for the w eapon are for soft (i.e., l eather) weapons. Note: Missile weapons are not give n breakage numbe rs and strengths because they are not directly used to strik e some thing. Full rul es for“de vice” bre akage can be found in Section 32.4.

Item

Cost

Wt.

Bells Chimes Cymbal Drum Dulcimer Fiddle (5 string) Flute Harp Harp, large Hunting Horn Kettl e Drums Lute Lyre Ma ndolin Recorder Trumpe t

4 bp 1 sp 35 bp 15 cp 23 sp 14 sp 13 bp 8 sp 16 sp 2 sp 35 bp 12 sp 9 sp 9 sp 9 bp 6 sp

3 lbs. 1-5 lbs. 2 lbs. 3-8 lbs. 15 lbs. 2-4 lbs. 1 lb. 8-10 lbs. 25-35 lbs. 1-3 lbs. 50-100 lbs. 5-10 lbs. 3-7 lbs. 5-10 lbs. 0.5 lbs 2-6 lbs

MUSICAL INSTRUMENTS Size Avail. Time B -

T T T A T T T T T A T T T T T T

3 days 7-10 days 3-5 days 3-5 days 5-10 days 20-30 days 10 days 20 days 30-40 days 5 days 6-10 days 28 days 16 days 25-30 days 7 days 20-30 days

-

Rel/Str

F

-

-

Notes

Found in southern la nds -

179

WEAPON M ODIF ICATIONS

Cost

MATERIAL STRENGTH Crafting OB STR Difficulty Mod. Mod. Material

x. 001 Hard -50* -50* Ash x. 01 Hard -40* -40* Oak x. 05 Very Hard -30* -30* Hickory x. 05 Routine -30 -30 Stone x. 1 Easy -10 +20 Ang x1 00 Light +0 -10 Evyth x1 Easy +0 +0 Hard Iron x1 0 Light +5 +0 Bo rang x1 00 Medium +10 +10 Arborang x2 000 +10 Arheled x6 000 +15 Adarcer x2 0000 +15 Mithin¹ x6 0000 +20 Mithglin¹ x2 80000 +20 Mithril¹ x6 00000 +20 Ithilnaur¹ x2 000000 +25 Laen¹ x2 0000000 +30 Eog¹ x1 80000000 +40 Galvorn¹ •These modifiers are des igned for weapons not normally designed from wood (including heavy crossbows ). ¹ the se mate rials are unavailable. The Dwarves and Elve s don`t sel l them.

180

Item

Cost

ft/rnd

TRANSP ORT CHART mi/hr Max Pace Man.

Ht/Wt*

Camel (draft) 12gp† 60 4 Spt +10 7'/900 Camel (racing) 40gp† 90 6 FSpt +20 7'/750 Dog, herd 10sp 110 7.5 +30 1’/65 Dog, hound 3gp 90 6 +20 3’/120 Ele phant 50gp† 120 8 Spt +10 12'/11,000 Horse (light) 45sp 100 7 D ash +40 5/800 Horse (medium) 60sp 110 7.5 D ash +25 6'/900 Horse (hea vy) 80sp 80 5 FSpt +10 6’ /1,300 Mule/donkey 32sp 90 6 D ash +20 4’+/550 Ox 95sp 60 4 FSpt ÷20 5’/2,000 Pony (mature) 40sp 70 4.5 D ash +30 4'/500 Sled dog 13sp 110 7.5 D ash ÷20 2.5’/85 Warhorse (lesser) 20gp 90 6 D ash +30 6'/950 Warhorse (greater) 75gp† 80 5 D ash +40 6’+/1,100 Boa t (sma ll) 7gp 30‡ 2.5‡ Run 10’/200 Boa t(medium) 11gp 40‡ 3‡ sail 20’/800 Boa t (large) 40gp 30‡ 2.5‡ sail _ 30’/2,000 Canoe 8gp 50‡ 35 Spt 15’/130 Cha riot (war) 16gp 90 6 D ash +20 15’/400 Coracle 8sp 30‡ 2.5‡ Spt _ 7’/140 Dog-sled 7gp 90 6 D ash -10 11’+ /350 Hand-cart 11sp 40 3 Spt -70 4.5'/100 Horse-cart (open) 4gp 50 3.5 Spt -25 6'/450 Ship (small) 80gp 40‡ 3‡ sail 45'/6,000 Ship (medium) 190gp 30‡ 2.5‡ sail 60’/12,000 Ship (large) 650gp 30‡ 2.5‡ sail 80’/20,000 Skis 7cp 90 6 D ash -10 6'/15 Sledge (cove red) l2cp 70 4.5 FSpt -20 10'/100 Wagon (open) 6gp 50 3.5 FSpt -30 8'/600 Wagon (c losed) 9gp 40 3 FSpt -40 9'/850 Ferry se rvice 1bp+2cp/mi 30 2.5 Run Ship passage 5bp+2tp/ mi 30‡ 2.5‡ sail Toll c harge 1cp * H eight is at shoulder leve l. Siz e reflects low to average . † Rarely ava ilable unless purchased from lord or wea lthy de aler in. ‡ Speed in dead wate r. Add or subtract the affe ct of curre nts and winds. Notes: Ships are vessels capable of negotiating open seas, whil e boats are a dapted to relatively shallow wate rs: costa l c hannels, la ke s,

Good/Service

Cost

Beer/ale Brandy Cide r Me ad Wine Light mea l Normal me al Hea vy mea l Wee k’s ra tions Trail rations Greatbrea d Poor l odging Average lodging Good lodging Stable Hospita lisa tion Public Bath Private Bath Scribe Crier/Herald Le gal Se rvices La undry Le athe r care Me tal care Personal grooming Research

2tp 10tp 1tp 5tp 6tp 6tp 10tp 12tp 5cp 1bp 3gp 1cp 2cp 22tp 2tp 6cp** 5tp 1cp 1cp 5tp 3sp 3tp 6tp l2tp 3cp 1sp

Capacity

OB

350 lbs. 200 lbs.

-

1,000 lbs. 200 lbs. 300 lbs. 400 lbs. 250 lbs. 700 lbs. 180 lbs. 40lbs. 350 lbs. 375 lbs. 1,000 lbs. 4,000 lbs. 7,000 lbs. 700 lbs. 400 lbs. 100lbs. 450 lbs. 250 lbs. 800 lbs. 19,000 lbs. 35,000 lbs. 55,000 lbs. 300 lbs. 400 lbs. 1,200 lbs. 1,300 lbs. -

+5 +5 +5 +20 +30 +25 -

rivers, et c.

FOOD, LODGING, AND SERVICES CHART Note Pint. Ha lf-pint. Pint. Pint. Pint. Cheese, soup and bread. 1% cha nce of il lness*. Meat soup or pie, bread, potato. 1% chanc e of illness*. Stea k and vegetables, bread, soup, pastry. 1% chance of illne ss*. Normal spoilage. 18 lbs. 1 week. Preserved. Hard on the st omach. 14 lbs. 1 week. Somewhat ma gica l, made by be ornings and a few Dúneda in and N orthmen. 4 lbs. Per night. Communal sleeping. Per night. Allows for seperate bed or pal let and includes me als Per night. Allows for seperate room, meals, and ample refreshme nt. Per da y. Inc ludes food for beast. 2 time s heal rate. Be dding, food, care. Often a fe e in the form of a required “contribution.” 1% cha nce of disease*. Gender sepa ration. 0% cha nce of disease*. Must pay extra for oils and pe rfumes. Per pa ge of simple text. Per announcement. Announc ed onc e per hour for 4 hours. Per legal appearance (a pproximate ly 3 hours of work). Per laundry loa d (simple laundry c are ). Per item to be handled (inc ludes simple repairs a nd cleaning). Per item to be handled (inc ludes simple repairs a nd cleaning). Per visit (approximate ly 1 hour). Per simple topic.

* This ri sk ma y be inc reased or reduced by circumsta nce , or by prudent instructions, additional pa yment, et c.

181

ACCESSORY CHART Time Other Notes

Item

Cost

Weight

Arrows (20) Backpa ck Bedroll (light) Bedroll (heavy) Boots Brush (writing) Buc ket Caltrops (5) Candle Case Cask Cha in Cha lk (10) Cha rcoal Chisel Cloa k Climbing pick Coa t Crossbow bolts (20) Fire -starting bow Flint and steel Fra mepack Glove s Grappling hook Hammer Hammock Harne ss Hat Hood Hourgla ss Ink La dder La ntern Lock pic k kit Mirror Nails (20) Net, Fishermans

4bp 2bp 2bp 7bp 1sp 5cp 4bp 8bp 4cp 4sp 24bp 6bp 2bp 22c p 9bp 9bp 28bp 15bp 1 1bp 8tp 1bp 33c p 2bp 1sp 1sp 1bp 1sp 6bp 16c p 35sp 14c p 32c p 12bp 1sp 35bp 9tp 1sp

3 lbs. 2-3 lbs. 4-7 lbs. 8-1 1 l bs 3-4 lbs. 0.25 lbs. 2-3 lbs. 2 lbs. 0.25 lbs. 1 lb. 5 lbs. 8-10 lbs 0.25 lbs. 1 lb. 1 lb. 2-3 lbs. 2 lbs. 5-9 lbs. 3 lbs. 0.5 lbs. 0.5 lbs. 3-4 lbs. 0.5 lbs. 1 lb. 1 lb. 2-3 lbs. 4 lbs. 1 lb. 0.5 lbs. 2 lbs. 0.25 lbs. 15 lbs. 1-2 lbs. 0.5 lbs. 0.5 lbs. 0.5 lbs. 3-5 lbs.

1 da y 1 da y 0.5 days 1 da y 3 days 4 hrs 1 da y 1 da y 0.5 days 2 days 1.5 days 1 da y 2 hrs 0.5 days 1 da y 1 da y 1 da y 2 days 2 days 1 hr 1.5 days 1 da y 1 da y 1 da y 3 days 2 days 1 da y 0.5 day

Oar Oil flask Padde d Unde rcoat Paddle Padloc k Pants Paper (10) Parchment (10) Pegs (10) Pitons (10) Plank Pole Pot (cooking) Pouch (la rge ) Pouch (small) Quill-pens (10) Quive r Rope Rope (superior) Sack (50 lb) Saddle Saddle bag Saw Scabbard (belt) Scabbard (shoulde r) Shirt Spade Star c ompa ss Sundial Surcoat Tarp Tent Tinde rbox Torch Vial Wate r skin Wea pon belt Wedge (staying) Wedge (splitting) Wire (10 gauge) Whe tstone Whistle

6cp 3bp 6bp 5cp 23bp 25c p 12bp 2sp 9tp 2bp 6tp 5cp 7bp 14c p 11c p 4cp 1bp 4bp 12bp 8cp 5sp 8bp 23bp 25bp 3sp 3bp 16bp 7gp 3sp 9bp 1bp 2sp 2cp 3tp 2bp 1cp 5bp 1cp 3cp 9bp 14c p 2sp

4-5 lbs. 1 lb. 2-4 lbs. 3 lbs. 1 lb. 1-2 lbs. 0.25 lbs. 0.25 lbs. 2 lbs. 2-3 lbs. 11-12 lb. 5-10 lbs. 2-3 lbs. 1 lb. 0.5 lbs. 0.25 lbs. 0.5 lbs. 4-7 lbs. 2-4 lbs. 2-3 lbs. 10-12 lb. 4-6 lbs. 2-3 lbs. 1 lb. 1.5 lbs. 1 lb. 3-4 lbs. 1 lb. 1 lb. 1-2 lbs. 3-5 lbs. 8-10 lbs. 0.25 lbs. 1 lb. 0.25 lbs. 0.25 lbs. 1 lb. 1 lb. 3 lbs. 3 lbs. 1 lb. 0.5 lb.

7 hrs 1 da y 2 days 5 hrs 2 days 1 da y 1 da y 1 da y 2 bra 1 da y 4 hrs 3 bra 1 da y

182

2 days 4 days 2 days 1 da y 3 hrs 3 days

2 bra 1 da y 3 days 5 days 2 hrs 6 days 2 days 2 days 1 da y 1 da y 1.5 days 1 da y 2 days 2 days 1.5 days 2 hrs 2 days 0.5 days 1 hr 2 hrs 6 hrs 0.5 days 1 hr 2 hrs 5 hrs 1 da y

Wooden sha fts and iron ti ps. Leather or canvas. H olds 20 lbs; 1 c ubic foot. Wool blanket. 2 season. Wool/fur. 4 season. Leather. Wooden sha ft with hair bristles. Capped. Copper. Holds 3 gallons. Portable spike traps. Wa x or tallow. Lights 10' diame ter; burns 2 hrs. Wa ter-resist. Made of leather. 12" x 3" x 6". Wood. Holds 4 gallons. Iron. 10'. White. 5" long. Hot, 4-hour fire. Iron. -40 dagge r. He avy linen or wool . Iron. -15 w ar mattock. Fur lined a nd warm. +25 RR vs. c old; -10 to moving manoeuvre s. Wooden sha fts with iron tips. Starts fire in 5 minutes. Starts fire in 3 minutes. Canva s. Holds 45 lbs; 2 cubic feet . He avy leather; l ined. Iron. Grip fa ils on a 02-03 on a manoe uvre roll. Iron. -30 mace . Rope; wood spreaders; iron hooks. Leather/iron. Includes bit and re ins. Leather. Covers hea d & shoulders. De vice for me asuring time . Measures exactly 1 hour (close e nough). Black; non-soluble. Wood. 10`. Bears 400 lbs. Lights 40' diame ter. +5 skill bonus to Lock Pic king. Silvered glass. 6" x 4". Iron. 3" le ngth. A small net with weights around the circ umferance. The ne t is ca st and then drawn ba ck using rope. Wood. 6'-8'. Includes 1 pint oil (6 hr refill). Fur lined a nd warm. +25 RR vs. c old; -5 to moving manoeuvres. Wood. 4'-5'. Iron; with 2 keys. +0 to Lock picking a ttempts. Linen. 10 sheets. 12" x 6". 10 sheets. 12" x 6". Very dura ble. Wood. Iron. Wood. 10' x 6' x 2". Bears 350 lbs. Wood. 10'. Iron. Holds 2 gallons. Holds 10 lbs. Holds 5 lbs. Goose feather quills. Holds 20 a rrows/bolts. He mp. 50'. breaks on unmod. 01-02 roll. Reinforc ed hemp. 50'. brea ks on umod. 01 roll Holds 50 lbs. 3 cubic feet. Includes stirrups, blanket. Holds 15 lbs. 1.5 c ubic fe et. Iron. 24" wood-tool. Holds one 1-h wea pon. Holds one 2-h wea pon. Linen Iron. Wood shaft. +25 bonus for night oriente ering. Iron. Gives approxima te time . A shirt to be worn over armor. Canva s. 5' x 8'. Canva s. 5' x 8'. Two man. Wood. Enough for 7 fires. Lights 20' diame ter. (6 hrs). Gla ss. Holds 2 oz. Holds 1 pint (.5 lbs). Holds 2 scabbards, 3 pouches. Ha rdwood. Iron. Iron. 100'. Used for the care and upkeep of bladed weapons. Wood/iron. 4". Range 1+ mi.

Item Rune Paper (I) Rune Paper (II) Rune Paper (III) Rune Paper (V) Rune Paper (X) Rune Paper (XX)

Cost

Weight

16gp 72gp 128 gp 484 gp 1024 gp 5000 gp

-

ENCHANTE D ITEM CHART Time Avail. Other Notes 4 wks 6 wks 8 wks 11 wks 16 wks 25 wks

M H H VH VH EH

Can Can Can Can Can Can

hold a 1st level spell. Using Rune Mastery Spe ll List. hold a 1st - 2nd level spell. Using Rune Mastery Spe ll List. hold a 1st - 3rd l eve l spell. Using Rune Ma ste ry Spell List. hold a 1st - 5th level spe ll. U si ng Rune Mastery Spell List. hold a 1st - 10th level spell. Using Rune Mastery Spe ll List. hold a 1st - 20th level spell. Using Rune Mastery Spe ll List.

Avai labilit y indica tes the difficulty modifie r for the Purchase and resale Tabl es (Tre asure Companion T-6.1 and T-6.2) M = Medium, H = Hard, VH = Very Ha rd, EH = Extre mely Hard, SF = She er Folly, A = A bsurd, A - # = Absurd with a furt her penalty of #.

Item

Value

Weight

S PECIAL MINE RALS CHART Custom Work Cost Time Other Notes

Adarc er 48 sp 1 lb. .7 5 Alloy (iron/carbon/tit anium) Alca m 64 tp 1 lb. .001 .3 Tin Ang 64 ip 1 lb. .002 .5 Iron Hard Iron 8 cp 1 lb. Alloy (iron/carbon). Arborang 8 sp 1 lb. .15 1.5 Alloy (iron/carbon/varies), ma kes +5 bows. High Steel Arhele d 16 gp 1 lb. .2 .5 High G lass (high tensile strength and he at resistance) Borang 8 bp 1 lb. .05 1 Alloy (iron/carbon). Low Ste el Celeb 64 sp 1 lb. .01 .5 Silver Celebur 480 gp 1 lb. 1000 800 Uranium Cranor 1440 gp 1 lb. 5 20 Resin (nearly as ha rd a s diamond w hen cured) Eog* 160000 gp 1 lb. 50 100 Enchanted alloy (mithril/titanium/special) Evyth 64 bp 1 lb. .01 .5 Alloy (tin/copper). Bronze Galnin 32 gp 1 lb. .05 1 Aluminium Galvorn* 1440000 gp 1 lb. 300 300 Enchanted alloy (meteoric i ron/special) Hele d 8 tp 1 lb. .001 .1 Gla ss Ithildin* 8000 gp 1 lb. 20 36 Enchanted alloy (mithril/special) Ithilnaur* 4800 gp 1 lb. 20 36 Enchanted alloy (mithril/special) Kregora * 1056000 gp 1 lb. 600 60 Enchanted alloy (mithril/gold/uranium/special) La en* 16000 gp 1 lb. 10 20 Enchanted glass Ma l 64 gp 1 lb. .01 .5 Gold Mithin 160 gp 1 lb. .1 1 Beryllium Mithglin 480 gp 1 lb. 10 15 Tita nium (usually alloyed with other metals) Mithra rian* 2400000 gp 1 lb. 1000 900 Enchanted alloy (mithril/uranium/special) Mithri l* 2240 gp 1 lb. 5 10 Enchanted meta l, makes +10 bows. True-silver Naukomalda 112 gp 1 lb. .01 .5 Dw ave rn gold Naukotelpë 112 sp 1 lb. .01 .5 Dw arven Sil ver Ogamur* 2400 gp 1 lb. 5 20 Enchanted alloy, 2oz = + 5 bowstring. Paer 64 c p 1 lb. .001 .3 Copper Tasarang 800 gp 1 lb. .15 8 Enchanted meta l, makes +15 bows. Shalk • these materials are una vai lable . The Dw arves and Elves don`t sell them. 1 pound = 16 ounce s Custom Work: Cost: (in gold pie ces) For items not on a standard price list, custom work is naturally required. To obtain an estimate for the cost of suc h an item 9in addition to the material cost), just determine the amount in ounc es of material re quire d and mult iply by the fac tor given i n this ta ble. Time: A n estimate for the time required to make the ite m is given in hours per ounce.

183

Adarcer: This is a white alloy, a fusion of ang (iron), gloin ("Truecoal"), and durang ("Dark-iron" or titanium). It's extremely strong, but somewhat rigid and difficult to work once forged. It can cleave iron without dulling. Alcam (S. "Tin"): This soft, silvery metal is normally used to make the alloy evyth, although the Dwarves use it to line waterbasins and for much of their decorative filigree. It is clear that there is less alcam in Moria than there is among the Dwarves in the Blue Mountains, but this may be due to the abundance of better metal. Like copper (paer) below, the Elves seem to have more uses for this metal than the Dwarves, employing it as facings and roofs, and combining with paer to make bronze. Ang (S. "Iron"): Pure ang is silver-white and both malleable and ductile. Even in Moria, though, it is rare. The more common variety is dark grey and stronger. The Dwarven rule of classification is that anything, which is virtually pure ang, is ang. Common ang is dark grey and hard, yet bendable. Ang is found throughout the mines of the northern Deeps, at every level, and as far as the central Redhorn. The Noldor use it principally in the making of borang. Borang (S. "Steadfast-iron" or "Steel"): This silvery alloy is a favourite of the Naugrim. Fused of ang, morasarn (carbon), and a smattering of one or more odd metals, it is strong and durable. Borang supports more than ang, and is cheaper and more pliable than adarcer. Although the Mirdain consider it unattractive and flawed, they use it extensively. Celeb (S. "Silver"): Dwarves often hoard their celeb, but there's enough of it around Moria to allow other uses and even export to the Elves. The Dwarves use it for decorative inlays, chalices, plates, cups, mugs, horns, and virtually anywhere where they could use mal (gold), but are too mean. Still, despite its malleability, celeb is stronger than mal. The Noldor prize it and use it for utensils, cups and plates, and other more "common" purposes. Celebur ("Burning Silver"): This is a form of weak uranium ore, somewhat like radium in its effects. It is known to the Dwarves who avoid it. It is required for the making of mithrarian. It was never forged in any reputable smithy, but was used for a time at Amon Lind. Cranor ("Tree-gold"): This unique substance is an invention of the ancient Daen folk of the White Mountains. Manufactured from the sap of the Sorglasora ("Gold-pine") and the nectar of the White Lily, Cranor is a golden translucent resin. The substance is nearly as hard as a diamond, and highly resistant to fracturing. Hard slicing blows to the edged surfaces remove chips up to six square inches, but strikes to flat areas do little but dent or incise the surface. An amber material, Cranor also stores static electricity, so energy applied to its surface builds into a stored charge (at 50 volts per strike). This energy accumulates up to a level of 1000 volts, although it is normally released whenever an ungrounded object touches the resin. NOTE: Treat any electrical attack as a Lightning Bolt attack with an OB + # of volts minus 200 (e.g. 250 volts yields a +50 OB). This material was often used to encase and entomb Dunnish Chieftains and their followers. Eog (Du. "Eel's Iron" or "Ang Eol"): Eog is undoubtedly among the rarest of metals. It is a fusion of mithril, durang, and some unknown materials, apparently from an Elven recipe handed down from the House of Eol. This formula is one the Elves will not trade with the Naugrim, even as the Dwarves will not divulge certain of their own recipes. It requires both hot and cold forging, and so the cooperation of two of the Halls of the Elven Smiths. Both the hottest and coldest of Khazad-dum's forges would be required to produce it. The finished material is awfully hard, tougher than Dwarven adarcer, and even stronger than ithilnaur. It also has a strange appearance. Both white and red varieties commonly exist; neither has any lustre. Eog also has other properties as a damper against certain enchantments, preventing the manipulation of the Essence within a certain radius depending on the nature of the spell caster. The colour is the key to this, and it can be made black, white, red, blue, or grey.

184

Evyth (S. "Bronze"): Evyth is a red-gold or golden metal formed of alcam and paer. Dwarves use it for decoration, or trade it to the Men of Rhovanion who use it extensively as a cheap substitute for ang. The Men of Far Harad use evyth to make scabbards, which they then decorate with hammered patterns. Some Easterlings also use it to cast bells with, from giant temple gongs and prayer bells to tiny tinkling chimes. The Elves also love this alloy, sheathing columns and doors in it, covering roofs and casting sculpture. Of the common metals it is their favourite. Galnin (S."Shining-white" or "Aluminium"): There are rarely more than rumours of galnin; it is only infrequently available. Silvery-white, seemingly like alcam or celeb, it is lighter and will neither tarnish nor corrode. The galnin only comes mixed in an ore found high in the south-western part of the mines of the Seventh Deep of Moria, although there have been reports of traces being found elsewhere, and a huge load of the ore is said to exist in the jungles of the South. Only intense fires can wrest the pure metal from its ore, and this must account for its rarity. Dwarves think it insubstantial and not worth the trouble of smelting. Since it's not as strong as ang, and Dwarves like stout material, they have few uses for it and what little galnin the Naugrim mine in their halls, they give nearly all to the Noldor. The Elves frequently use it as a building material. It also found application at Amon Lind as an undercoat for the application of mithrarian. Galvorn ("Shining Black"): This metal is the rarest of all known in Middle-earth. First developed by Eol, it is malleable yet resists cuts or punctures: the ultimate armour. When forged with certain elements it is the hardest substance known. It is said that galvorn is made in part from meteoric iron: incredibly dense metal fallen from the sky. The only two Smiths in Eregion who might have rediscovered the skill and/or materials necessary are Celebrimbor and Fendome, and neither will speak of it. Ithildin (S. "Moon-star"): Moon-star is a soft, silvery Elven metal invented by Celebrimbor, fused from mithril and other substances. It is used almost exclusively for inlay. Commonly used at the court of Arveleg I at Fornost and in the glorious buildings of Annuminas (now in ruins), it has fallen from common use elsewhere. Rare and strange, ithildin is used for secret inscriptions and other magical purposes. During the day it appears dull and lustreless, and is often invisible against the surrounding metal. Under the moon and stars, however, it regains its silvery brilliance and more: it shimmers with a fine white luminosity. Naturally, the Elves and Dwarves usually employ it outside or beneath windows. Ithildin may be the material used by the Dwarves for writing Moonletters. These runes could only be read under the light of the moon if it were of the same phase and on the same day of the year as they were written. They were written with silver pens and may have required enchantments to complete. Ithilnaur (S."Moon-fire"): Ithilnaur is a favourite alloy of the Elves made from mithril and other metals combined at very high heat. Once cooled to a nearly solid state in ingot form, it is hammered into an elongated shape to compress the lattice structure, folded and hammered again. Periodic rewarming is done in a small enchanted furnace standing nearby. For weapons of this alloy, the refolding is done literally dozens of times, in essence creating an extremely strong laminate. Edges and additional reinforcements are fused to the rough blade, and the Elven smiths then carefully cool the metal to room temperature before the sharpening and polishing phases. Ithilnaur is surprisingly common in Moria, where it is used for prized coin and grand armaments. Elsewhere it is rarer. Like ithildin, since the alloy contains mithril, it looks like beautifully pure celeb. It is a fabulously strong substance, combining titanium and other metals with the mithril, which is very hard, maintains a superbly keen edge, and yet is somewhat flexible, perfect for weapons and armour. Kregora: An extremely ductile metal, so malleable as to be useless as a material for weapons, and oxidizing so quickly, forming a dull

yellow patina on its surface, as to be equally worthless for jewellery. Kregora's true utility lies in its ability to prevent Mentalism, Channelling, and Essence spells from passing through surfaces lined with wires, threads, or netting forged of the substance. Laen: An unbreakable rock with glass-like texture and the strength and cohesion of superb steel. normally laen is found in unique volcanic plugs, pillars of stone which hardened within the shafts of dormant or extinct volcanos. These deposits correspond to the land formed durung the struggles with morgoth and the other Valar when Middle-earth wasbeing shaped. The most famous site is at Isengard. Black laen is the most common, although a number of clear or colured varieties also exsist. The Dunedain of Numenor were the only folk to work the substance on any scal. Elves and Dwarves, however, are acquainted with the material’s value and nature, and the art of laen-carving is still known in small circles. Its rarity and utility are legend, but few men recognize or understand the substance. Mal (S. "Gold"): Moria and other Dwarven holds are often founded on the site of rich veins of mal, which the Dwarves value above all other metals, save mithril. Its golden colour seduces the Stuntedfolk and often raises their unhealthy passions. It is too soft for heavy tasks, but it has its merits. Mal doesn't tarnish and is recognized by all peoples as valuable. When they aren't hoarding the noble metal. Dwarves use it for coinage and all sorts of ornamental or formal metalwork. Although the Noldor have little use for gold for wealth's sake, they value it as a beautiful metal, and are able to make from it some very strong alloys unknown to Durin's folk. It is quite possible that the reason the Dwarves don't use gold extensively in alloys is that they value it so much as coinage. It isn't that they are incapable of making the stronger metals the Elves use; they are simply unwilling. Mal is a staple of the Elven Smiths, who know every way of forming and cutting it. Mixed with mithglin it becomes white-gold; other elements strengthen it for use as armour or tools. One of its greatest advantages is its resistance to corrosion, and when skilfully combined with lesser metals, it confers this advantage to them. Mithglin (S. "Gleaming Grey"; W. "Platinum): Also rare, it is prized for its shining hue although it does not compare to mithril. It is difficult to work, requiring high temperatures and hard labour to forge properly, but the resulting jewellery is more durable than work made of mal or celeb. Often it is combined with mal to make it more workable, resulting in white-gold, strong and resistant to corrosion. Mithin (S. "Pale Grey"; W. "Beryllium"): Used mostly in jewellery, it is a rare, strong, yet light material. Few smiths, even among the Elves, know how to work it. Dwarves enjoy its strength, and delight in creating seemingly fragile baubles from it for their amusement. Mithrarian ("Abyss of High Silver"): Beyond rare, this alloy is legendary. Annatar introduced the concept to the Gwaith-i-Mirdain, and though it attracted much interest, not even Finculin or Celebrimbor would undertake its making. If the Lord of Gifts himself ever created any in the Elven Halls, it was alone and with no one's aid. Mithrarian is said to be an alloy of mithril, eog, and another metal celebur ("burning silver" or "uranium"). The resulting material, Annatar claimed, defied Arda's pull, so that a boat or other object with even the thinnest layer of mithrarian on the lower surfaces would float without weight. What made this more significant than enchantments which do the same thing is that mithrarian resists all counter-spells. Celebrimbor found the concept of the stuff somewhat disturbing, and also admitted reluctance to work with celebur, a material the Dwarves knew of but shied away from, saying that it caused sickness and death. The material was indeed found to perform as described, but this achievement was only perfected at Amon Lind in the Misty Mountains. Mithril (S. "Grey Brilliance" or "True-silver"): Pure mithril is in many ways like normal silver: shining white and very malleable but it does not tarnish and alloys with other metals to produce

unique enchanted metals of incomparable quality. It always appears polished. There are many tales of the mithril from Numenor, but that Isle is no more, and Moria may now be the only source of truesilver. It no doubt contributes to the vast wealth held by Durin's Folk. Wherever one travels to lands where it is known, it is considered the richest of metals. Mithril is loved above all materials by the Dwarves and is also treasured by the Elves, the Dunedain, and the dark forces of Morgoth. Very little true-silver made its way westward to Nargothrond, and the samples which did were highly prized. Celebrimbor's recommendations that the Noldor journey toward Eregion when he left Beleriand, in hope making contact with the Dwarves of Durin, and gaining access to true-silver, gives some idea of how highly the Eldar regarded the metal. Their eventual alliance brought more mithril into the hands of the Noldor than they imagined could have existed. From this true-silver many wondrous alloys emerged. The famed mithril lode is but a single vein. Running northward from the Seventh Deep of Moria, it extends well under the mighty Redhorn. The Dwarves dug so deeply after mithril that they released the Balrog imprisoned under Barazinbar. After the release of the Balrog, even Orcs refused to mine the Deeps for mithril, and so no more silver-steel came from Moria after T.A. 1980. Ogamur (S. "From Gamur"): Dwarves use ogamur for items requiring extreme flexibility and elasticity (an unusual quality in a metal). Few fabrics, much less metals, can stretch like this black substance. Its properties make it ideal for springing devices and works designed to absorb impact. It is difficult to make, however, which accounts for its sparing use. It is an enchanted mix, derived from an eastern Dwarf-house in the late Second Age. The Noldor also have many uses for it in their mechanical devices. It is an endless frustration for them that they must purchase it from Durin's people, who refuse to relinquish the recipe. Paer (S. "Copper"): This reddish-gold metal is found throughout Eriador, especially in the highlands of Rhudaur, so it is not very valuable, and there is little trade in the commodity. Before the wars with the Witch-king, the Dwarves occasionally sent some to Tharbad for use as coin, but the production in Moria has never been unusually significant. Most of Moria's paer is used for water troughs and basins, or in the production of the more durable evyth. Men use it for pots and pans, gutters, statues, wires, and roofing. It is too soft and malleable for Dwarven tastes, and Dwarves see little beauty or use in the metal. Unlike the Dwarves, the Noldor regard the metal more highly and like to use it as roofing for certain buildings and for pipes to carry water, as well as to make evyth. Tasarang (S. "Willow-iron"; W. "Shalk"): At first sight, tasarang looks like white ogamur, but one quickly realizes one's error when first handling the stuff. Although it bends easily and has tremendous spring, it doesn't stretch. Tasarang is also extremely light, even lighter than galnin, like wood or pumice. Because its ore is as white as chalk, weighs little, and is found below limestone intrusions, it is called "shalk" in the Common Tongue. The tremendous heat and cold used make the metal change its texture, yet it only enhances the white hue. Actually, more than one metalworker will swear that it glows. The Mirdain have a vast number of applications for it, but the lack of material limits them. It has been used with some success to make powerful bows, but the value of the material makes this impractical in most situations.

185

ENCHANTED HERBS Codes: The codes give a sma ll letter for the c lima te of are as w here the he rb (or poison) i s norma lly found, a capital let ter for t he type of loca le or terrain commonly associated with the he rb, a number corre sponding to the difficulty modifier w hic h is appli ed to any sea rch rolls, and.a lette r which shows the area of Endor where the he rb is indige nous, or most common. Climate Codes: a = a rid; c = c old; e = everlasting c old; f = frigi d (severe cold); h = hot and humid; m = mil d tempe rate ; s = semi-arid; t = cool te mpera te. Locale C od es: A = Alpine; B = Brea ks/ wadis; C = Coniferous forest; D = De ciduous/mise d fore st; F = Freshwa ter coasts & banks; G = Gl aci er/snow fie ld; H = Hea th/scrub/moor; J = Jungle /rain forest; O = Oce an/ sa ltwater shores; M = Mountai n; S = Short gra ss; T = Tall grass; U = Underground; V = Volca nic ; W = Waste; Z = Desert. Difficulty of Finding: 1 = Rountine (+30); 2 = Ea sy (+20); 3 = Light (+10); 4 = Medium (+0); 5 = Hard (-10); 6 = Very Hard (-20); 7 = Extremely Ha rd (-30); 8 = Sheer Folly (-50); 9 = A bsurd (-70). Compass C ode : N = North Endor, NW = Nort hwe st Endor, N E = Northeast Endor, S = South Endor, SW = Southwest Endor, SE = Southeast Endor, E = Ea st Endor, W = West Endor, M = Mid-Endor, U = Universal Form and Preparation: Brew - Effective when drunk 20 rounds after w ater i s boiled; Ingest - Immediate ly usabl e and may be ea ten, c hew ed, drunk, or inhale d, whichever is appropriate; Apply - Re quire s 1-10 rounds to perpare, he rb is then applied directly onto injured area; Paste - Raw matter is made int o a paste which may be put in food or drink or be applied to tools or w eapons a nd stays effec tive up t o 1 week, or until an object or pe rson is struck, if a poison paste is used and a critical is obtained, the foe must make a RR or he rec eive s the effect, if t he a ttack re sult is mere ly hits (no cri t), the poison is gone. Liquid - As paste, except it re ma ins effec tive for 1 hour. Powder - May not be applied to weapon; only effective in food or dri nk. Addiction Factor (AF): GMs may w ish to make ce rtain herbs addictive. The tables below show the sugge ste d addiction factor. Each time an herb is used, the GM should roll d100 a nd add the AF to se e if the user becomes addicte d. If the result is over 100, the herb user is addicted. The charac ter w ill now have a level 1 addicti on. For each level of addic tion that a charac ter has, he must take that ma ny doses of tha t herb in a week (making addic tion rolls each time he takes the herb). Each subsequently faile d addiction roll resul ts in raising the addiction le ve l by one. If the c ha rac ter fails to take enough of the he rb in a given w eek, he will suffe r the e ffects of w ithdrawl (se e Secti on 11.1 Gamemaster Law for rules on chemical dependancy a nd withdrawl). Effect: U nle ss otherwise sta ted, a maximum of one herb (dose_ can ta ke effect in a give n round. The effec t is based on a dose weighing approximate ly ha lf a n ounc e. For poisons, the effect is the most severe effect that can be ga ine d with the he rb. You must use the t able s provide d in Gamemaster Law Sec tion 11.0 (Poison a nd Diseases) to find the actual effect (based upon the RR of the vic tim).

HERBS

Name

Codes Form/Prep Cost

AF Effect

Argsbargies

a-Z-5

Flower/ingest

38gp

7

Leve l 4 antidote for musc le poisons.

Eldanna

c-O-4-N

Le af/bre w

99gp

2

Leve l 9 antidote for Reduction poisons. Reve rses the e ffe ct of the c urse “ Ugli ness of Orn” (from the Cha nnelling spell list “Curse s” leve l 15).

Antidotes

Me nela r

f-C-5-N

Cone/bre w

65gp

4

Leve l 7 antidote for c irculatory poisons.

Mook

t-M-3-N

Berry/ingest

30gp

5

Leve l 3 antidote for respiratory poisons.

Quilmufur

m-C-7

Root/brew

49gp

1

Leve l 8 antidote for c onversion poisons.

Shen

t-F-6-U

Le af/ingest

27gp

3

Leve l 4 antidote for N erve Poisons.

Sorul Nut

c-F-2

Nut/ingest

1sp

0

Leve l 20 antidote for Nur-oiolosse.

Ul-Naza

s-W-8-E

Le af/ingest

4200gp

9

Leve l 50 antidote for any poison. Leaves will last for one year if wrapped in lea ther from a suffoc ated a nimal, ot herwise will spoil in one week.

Yuth

h-J-8

Flower/ingest

29gp

8

Leve l 20 antidote for nerve venoms.

Arfanda s

c-F-6-N

Stem/apply

2sp

1

Doubles rate of he aling for frac tures.

Bursthe las

t-S-8-M

Stalk/brew

110gp

22

Shatter repairs.

Edra m

c-F-8-N

Moss/ingest

31gp

10

Mends Bone.

Aloe

t-H-4-U

Le af/a pply

5bp

0

Doubles healing rate for burns and minor cuts. Hea ls 5 hits if they result for burns.

Culkas

a-Z-4-M

Le af/a pply

35gp

0

He als 10sq’ of burns (any).

Jojojopo

f-M-4-U

Le af/a pply

9sp

0

Cures frostbite. Heals 2-20 hits resulting from cold.

Kelventari

t-T-3-U

Berry/apply

19gp

0

He als 1st and 2nd de gree burns, 1-10 hits resulting from heat.

Aserke

H-O-6-S

Root/apply

75gp

7

Stops bleeding by clotting and sealing wound. Take s 3 rnds to take e ffe ct. Patient cannot move (appreciably) without wound reopening.

Belan

h-O-5

nut/ingest

40gp

5

Harfy

s-S-6-U

Resin/apply

175gp

9

Stops any bleeding. Take s 1-10 rndsto ta ke e ffec t. Pa tient c annot move (appreciably) without w ound reopening. Immediately stops a ny form of bleeding.

Arlan

t-M-2-N W Le af/a pply

13sp

1

He als 4-9. Wild he als 1-6.

Darsurion

c-M-3-U

35bp

1

He als 1-6.

Draaf

a-O-2-W

Le af/ingest

7sp

1

He als 1-10 for eac h of 2 c onsecutive rnds.

Gariig

a-Z-3-U

Cactus/ingest

55gp

3

He als 30. A.k.a . G rarig.

Gefnul

e-V-5-N

Lic hen/inge st

90gp

10

He als 100.

Mirenna

c-M-3-U

Berry/ingest

10 gp

1

He als 10. Insta nt effect.

Rewk

t-D-3-U

Nodule/bre w

9sp

1

He als 2-20.

Thurl

t-D-1-U

Clove/bre w

2sp

1

He als 1-4. Brew keeps 1-2 wee ks.

Wincla mit

c-C-7-N

Fruit/inge st

100gp

12

He als 3-300.

Ya vet halion

m-O-5-W Fruit/inge st

45gp

4

He als 5-50

Arlan

t-M-2-N W Root/inge st

13sp

Bone Repair

Burn & Exposure Relief

Circultory Repair

Concussion Relief Le af/a pply

General Purpose Herbs

186

1

De congestant. Adds 20 to resistanc e vs common cold. Speeds recovery from respiratory illness

Name

Codes Form/Prep Cost

AF Effect

Athelas (K ings Foil)

t-C-5-N

Le af/bre w

300gp

20

Capable of curing anything while patient st ill a live , but healing only as effect ive as the he aler. Full effect only in hands of an “orda ine d” king. Will not keep or give life .

Attanar

t-F-4-U

Moss/apply

8gp

1

Cures fe ver.

Blue pine nuts

t-C-2-NW Seed/inge st

1c p

0

The seed are nutrious. 5 se eds are the e quivalent of one mea l. Each cone from the Bl ue pine c ontains six se eds. They taste acidic but can be made palatable by roasting.

Delrean (De lrian)

c-C-2-U

3sp

1

Repels any inse ct (RR vs. 7th lvl or keep at least 10’ awa y), when leaves are rubbed on the ski n. Smells foul.

by 5x.

Le af/a pply

Felmather

m-O-5-U Le af/ingest

105gp

15

Menta l summons of one “friend” (beasts or folk). Range 300’ x user’s level. Coma relief.

Me lander

c-F-3

12sp

8

+10 to disea se resistance for 1-10 days.

Moss/brew

Me nela r

c-C-5-N

Cone/bre w

65gp

?

Cures infections.

Ur

f-H-3

Nut/ingest

3gp

1

One day’s nutrition.

Degík (Life-vine)

h-O-5-U

Le af/ingest

100gp

10

Nur-oiolosse

f-F-8-U

Clove/ingest

200gp

13

Lifegiving (1 day). Kills one day later unle ss Sorul nut is i ngested.

Oiolassë (Say-a rana)

f-F-8-U

Clove/ingest

600gp

22

Elves do not suffe r any harm or de generation no matter how grievous the wound or injury for 2 days a fter ingestion. During this time all healing herbs and magics work a t maximum potenc y.

Olvar

f-O-6-N

Flower/ingest

200 gp

20

Lifekeeping (2-20 days).

Pargen (Ge riche, Maranna)

h-J-8

Berry/ingest

800gp

25

Patie nts condition doe sn’t deterioa te for 4 days. D uring this time all healing magics a nd he rbs w ork at maxi mum pote ncy. Berries keep for seve ral months.

Pathur

a-H-4-M

Nodule/ingest

35gp

8

Lifekeeping (1 hour).

Tyr-fira (Life giver)

f-A-9-U

Blossom/ingest 2000gp

33

Plac ing a blossom in the mouth of a dying person preve nts death. All injuries are heale d to the minimum level to sustain life. Blossom keep for one we ek after picking.

Arnuminas

m-S-2-N

Le af/a pply

6bp

8

Doubles rate of he aling for sprains, t orn ligame nts and ca rtilage dama ge .

Arpsusa r

t-F-5-U

Stalk/brew

30gp

15

Mends muscle dama ge.

Dagmathe r

s-S-5-U

Spine /brew

28gp

12

He als c artila ge damage.

Ebur

m-O-4-W Flower/ingest

22gp

18

Repairs sprains.

Belra mba

s-C-6-M

60gp

20

Ne rve repair.

Terbas

m-D-3

Le af/a pply

2gp

4

Doubles healing rate for nerve damage .

Wifurwif

t-M-7

Lic hen/inge st

55gp

15

Ne rve repairs.

Aldaka

c-M-5

Root/brew

102gp

7

Berte rin

m-D-3

Moss/brew

19gp

20

Preservation of organi c mate rial (up to body siz e) for 1 da y.

Febfendu

c-F-4-W

Rootbrew

90gp

24

Restores hearing.

Sira n

s-S-6-W

Clove/ingest

80gp

31

Restoration of 1 orga n or are a. Side e ffec t: skin disease (appea rance loss of 1-10) and 6 hits pe r round when skin is exposed to full sun.

Siri ena

s-S-5-U

Grass/brew

70gp

27

Preservation of any organic ma teria l (up to body size). Lasts 1 hour.

Tarnas

h-J-6

Nodule/bre w

220gp

60

Repairs organ damage. N ausea for 1-10 hours (-50).

Atigax

f-H-4-NW Root/brew

40gp

12

Protec ts e yes in intense light or glare .A llows sight despite sudden or blinding light. Lasts 9 hours.

Breldiar

m-V-4-U

Flower/ingest

25gp

7

Subtracts 30 from manoeuvre and melee. Adda 50 to spells and missile attacks. Euphoria. Lasts 1 hour

Ele ndil’s Ba sket Faghiu Gylvir Hiam Moss

f-H-7-N f-M-9-NW m-O-6-U c-C-6-NW

Root/brew Flower/brew Algae/ingest Fungus/bre w

8gp 330gp 45gp 9gp

0 0 20 8

Kathkusa Kilmakur Klagul La tha (Lartha , Letha, Licka) Me gillos Sha

f-W-3-N h-S-7 s-S-3-U c-F-4-N c-M-3-U c-H-7-N W

Le af/ingest Root/brew Bud/brew Stem/ingest Le af/ingest Flower/ingest

50gp 65gp 27gp 10sp 12sp 10gp

35 33 7 4 19 ?

Ya ran Zulsendura Zur

t-S-2-W a-U-4-U c-U-4-M

Pollen/ingest Mshrm/ingest Fungus/bre w

9sp 70gp 12gp

7 22 8

Purifies water; slows effects of poison 10x. Lasts 12 hrs. Victim serves or loves giver of potion for 1-100 days. Vict im will not harm self. Bre athe unde r water (only) for 4 hours. Ke eps one a lert and sustained for 24 hours; if use d for more than 4 consecutive da ys, requires rest (-75) = 2x period of use. 5% chance of de ath wit h first use if user fails RR versus 2nd lvl a ttack. Increases stre ngth for d10 rounds. +10 Strengt h bonus; double concussion damage delive red. Protec ts versus na tural flame and heat for 1-10 hours. Nightvision (up to 100’ for 6 hours). RR bonus +10 vs. dise ase. Cure s colds. He als 1-2 hits. Increases visual perc epti on (doubl es range, +25 perception) for 10 minute s. The flowe rs when drie d and pow dered allow s the use r can see 300’i n all but total darkne ss for 10-50 rnds. 11-20 hrs a fter use, use r suffers diarrhea (-25) for 1-5 days. Ac ute smell and taste (+50 pe rception) for 1 hour. Ha ste (3 rounds). Enhances smell and hea ring (t riple range; +50 pe rception. La st s 1 hour.

Le sta gii

a-Z-9-M

Cryst/ingest

520gp

45

Restores any stat losse s other than those due to a ge. Affects only one stat per use.

Me rrig

s-S-9-M

Thorn/brew

90GP

50

Da ily use increases Appearance by 5. Inte rruption of use will not reverse addicitive resistance, but results in loss of be nefit. Withdrawl me ans loss of 15 from Reasoning and Memory.

Suranie

t-F-3-U

Berry/ingest

2gp

3

Stun relief (1 round).

Vinuk (Vasha)

s-S-5-U

Root/brew

2gp

4

Stun relief (1-10 rounds). Root kee ps for one week.

Wit an (Drugo-sreca)

h-J-6-SW Le af/ingest

15gp

5

Stun relief (2 rounds). Le ave s keep for two weeks.

Life Preservation Stabilizes the condition of a seri ously ill patient for 1 day. During the time he aling spe lls a nd herbs work at maximum potency.

Muscle, Cartilage & Tendon Repair

Nerve Repair Lic hen/brew

Organ Repair & Preservation Restores sight.

Physical Alteration & Enhancement

Stat Modifiers

Stun Relief

187

INTOXICANTS (MIND ALTERANTS) Name

Codes Form/Prep Cost

AF Effect

Arunya Black Vine

m-S-3 Root/brew c-C-9-NW Le af/a pply

4sp 205gp

50 0

Brorkwilb Gort

m-V-4 m-T-4

Flower/ingest Le ave s/ inhale

9gp 10gp

45 20

Hoak-foer Nelisse Pipe Weed

s-S-3 s-V-4 varie s

Flower/ingest Le af/bre w varie s/ingest

67gp 9sp va ries

30 15 1

Causes sle ep and quick unconsciousness. O ne hour’s slee p equals 4. Intense euphoria lasts 1-4 minutes. Ma ke RR vs lvl 7 or fall into a delirious sleep as the euphoria w ears off. Euphoric . Allows shared dre ams with family member who is also sle eping. Euphoric hallucinogen. +10 to users appe arance for 2 hours, but afterwa rds c auses user to be w eak 1-10 hours (-50 to all actions). hallucinogen. Cures mind loss and menta l disease s, but prevents all move ments for 1-10 we eks. Euphoria for 1 hour (all actions a t -50). Gives 1 day`s nutrition. Addiction checks should only be made a fter inhaling the smoke from more than three ounces of ta bac co. Certain kinds of pipewe ed may have a higher (or lowe r) AF. Only bec omes ava ilable a bout T.A. 2670.

POISONS

The effec ts show n below are the specific effect s of the poison. These e ffe cts will oc cur when the victim fails his RR. These effec ts w ill occ ur in addition to the general effects of that type of poison (and take priori ty w he n t here is a conflict). If no spec ific effect is gi ven, see Gamemaster Law Sect ion 11.2 on Poisons for further general e ffe cts of poisons. The given level has a lette r designation that allows for level variability (see C & M for how to use level variability Codes).

Name

Codes Form/Prep Cost

AF Effect

Karfar

h-J-4

leaf/paste

142gp

0

Leve l 7C poison. Re ddish paste causes he art to malfunction. All effects begin in 2-12 rounds.

Klytun

s-B-4

Root/paste

53gp

0

Leve l 5A poison. Golden pa ste cause s 1-10 day coma. Effect s begin after al l genera l effects havebegun.

Tayna ga

c-C-5

Bark/powder

27gp

0

Ancalthur

c-F-6

Liquid/ingest

45gp

0

(Lvl 2)Vic tims sense of time is warped, leaving himuncorordinated for 2-4 hours (RR failure 150 = -75; RR failure 51+ = -100).

Blade Hemlock

m-F-6

Paste/inject

58gp

-

(Lvl 6) H emlock and Curulot. RR failure 01-25 = inca pac ity 1-10 hours; RR failure 26+ = dea th in 6-10 rnds.

Dyna llca

h-F-3

Le af/paste

14gp

3

Leve l 3B poison. Ta n paste affects hearing and gives 1-10 hits. Maximum of Severe genera l e ffec ts (de st roys he aring).

Wate r Hemloc k Plant

m-F-7

Liquid/ingest

18gp

?

(Lvl 3) Pa le amber clear liquid. Pure deri vative. RR failure 01-25 = inc apa city 1-10 hours; RR failure 26+ = death in 6-10 rnds.

Aca ana

f-M-7

Flower/paste

600gp

0

Leve l 10E poison. Black paste a ffe cts nervous syste m. Extre me effec t destroys nervous syst em a nd kills inst antly.

Adde r Venom

m-F-7

Paste/inject ion

75gp

0

(Lvl 10) Adder poison and Curulot Blossom. RR failure 1-50 = fla ccid paralysis for 1-100 rnds; RR failure 51+ = dea th in 5 rnds.

Asp Venom

m-T-3

Asp/pa ste

23gp

0

Leve l 5 poison. Loss of limb struc k.

Juth

a-Z-5

Scorpion/Liquid 56gp

0

Leve l 2B poison. Maximum of severe effect (insanity in 1-100 w eeks).

Ul-Acaana

F-M-8

Paste/inject

500gp

?

(Lvl 10) RR failure 01-20 = coma (1 day); RR failure 21+ = instant death.

Silmaana

m-T-2

Stalk/powder

4gp

0

Leve l 9C poison. Silve r powder sca rs skin; gives 2-20 hits. Ma ximum of moderate effe cts.

Slota

t-D-7

Spide r/paste

36gp

0

Leve l 5A poison. Extreme effect is slow (1 day) para lysis and death (1-10 days).

Za ganzar

t-M-6

Root/liquid

139gp

0

Leve l 5H poison. Bluish extrac t. Maximum of severe e ffec ts (blinds by reduc ing optic nerve to w ater); gives 1-10 hits.

Gale naa na

c-A-6

Le af/powde r

179gp

0

Leve l 9D poison. Green powder. Maximum of severe effe cts (except for elves who can suffer e xtreme e ffe cts).

Jegga

m-U-5

Bats/paste

92gp

0

Leve l 7B poison. Brown paste gives 1-100 hits. Maximum of mild effects.

Jitsu

m-O-4

Clams/l iquid

34gp

0

Leve l 5B poison. Yellow ve nom gives 5-50 hits. Maximum of mild e ffe cts.

Kly

s-H -5

Berry/paste

154gp

0

Leve l 3F poison. Brown juice gives 3-300 hits. Maximum of mild effec ts.

Shirolos

m-H-8

Liquid/ingest

84gp

?

(Lvl 10) Distillation of Sw eet Gale nas and white wine, clea r and yellow. RR failure 01-50 = D rowsiness (-100 Manoeuvreing); RR failure 51+ = Tranc elike sta te (1-100 hrs); open to suggestion but cannot move .

Thuryik

s-V-8

Gas/ingest

85gp

?

(Lvl 10) RR failure = deep sle ep (1-10 hrs).

Uraana

t-S-3

Le af/paste

12gp

6

Leve l 6A poison. Creamy paste give s 3-30 hits. Maximum of mild e ffec ts.

Circulatory Poisons

Conversion Poisons Leve l 8D poison. Brownish powder ste rilize s and gives 5-50 hits. Maximum of mode erate gene ral effects.

Muscle Poisons

Nerve Poisons

Reduction Poisons

Respiratory Poisons

188

Finding Herbs in the Wild When searching for herbs in the wild, the first factor that must be met is that the climate and locale must be suitable for the herb to grow. Second a successful Herb Lore roll must be made; a successful roll is one which doesn’t give a negative bonus on the static maneouvre table. If these conditions are met, the difficulty modifier is applied to a character’s foraging roll. Both a Herb Lore and Foraging roll must be made for each hour spent searching. If either fail no herbs are found. There are a few other modifiers to the foraging roll. The list below shows some typical modifiers. Area has been foraged in the last 6 months -50 For a successful Herb Lore skill check +0 to +30 Each additional searcher +2 Each 10 hours spent unsuccessfully searching +5 If the Foraging roll is an “Absolute Success” searchers have found 1-5 doses of herb. If the Foraging roll is a “Success” searchers have found only 1 dose of herb. If the Foraging roll is a “Near Success” another roll is made for this hour at +20. If the Foraging roll is a “Partial Success” or “Failure” no herbs are found. If the Foraging roll is an “Absolute Failure” or “Blunder” no herbs will be found for the remainder of the day.

BEVARAGES & VICTUALS Name

Codes Form/Prep Cost

Alcohol

varie s

varie s/ingest

va ries

AF Effect 1

Addiction checks should only be made upon rea ching a “drunken” sta te (i.e., drinking with mode ration does not cause a ddiction). Ce rtain kinds of alc ohol may have a higher (or low er) AF.

Cram

c-U-2

Brea d/ingest

14sp

1

4 oz. slice is one dose . Dw arven Waybre ad that provides five day’s nutrition per slice. Tastes of mushrooms and pepper. Loaf kee ps 7 we eks.

Le mbas

Lothlórien Brea d/ingest

-

0

Enchanted Elven wa ybrea d, made only in the Elve n re alm of Lothlórien. Provides a da y’s nutrition, +15 e xhaustion points, +10 vs. poison a nd disea se for the day. Not available outside Lórien.

Miruvor

Noldor

cordial/inge st

-

0

An Enchante d Elven drink, ma de onl y in Elvish lands occupied by the Noldor. It provides +5 Co bonus, +10 RR vs. dise ase and poison, +20 exha ustion poi nts for one day. Not sold.

Pandis

Shire-3

liquor/ingest

5c p

2

Bre wed in the Marish and Midgewate r marshes, this liquor is made from Delrean bark. Whe n imbibed in quantit y this bre w repels insec ts a nd adds +30 to RR vs sna kebite.Addiction checks should only be ma de upon reac hing a “ drunke n” state (i.e., drinking with mode ration does not c ause addiction). Too muc h produces a nasty hangove r with greenish highlights around the e yes a nd mouth.

Name

Codes Form/Prep Cost

Aloe Salve

varie s-3

Salve/Apply

1sp

0

This salve is made from Aloe. Doubles healing rate for burns and minor c uts. Heals 5 hits if they result for burns. Commomly ava ilable throughout NW Endor.

Cara nan

Varies

Mixture/ingest

3gp

0

He als 2-8 hits; relives pain and swelli ng; max 10 doses/day. Made from seve ral ingredients, all c ommon to western, northwe stern and mi d-Endor.

Derrly Salve

varie s-2

Salve/Apply

6sp

0

A lot ion made from Delrean whic h when applied to the skin re pels any insect (RR vs. 7th lvl or keep at least 10’ awa y).

Rune Salve

Varies

Salve/Apply

3gp

2

Also known as Arkasu, All-heal , Mrim. He als 2-12 hits. Speeds the closing and healing of large open wounds (normal rate x1.5). antise ptic . Also surface anesthetic, ha lf pena lties for pain from minor w ounds. Made from 3 or four diffe rent herbs from the pla ins of Rhûn.

Ma iana

Varies-5

Liquid/Ingest

7gp

0

De congestant. Ha lves the da ngerous symptoms caused by l ung afflictions a nd respiratory dise ase. Made from a mixture of pla nts found on the northern slopes of the Misty Mountains.

Harlindar

Varies-4

Powde r/Ingest

9sp

0

Preve nts misc arriages. Powder is mixed with w ater a nd drunk.. Ma de from a mixture of herbs found in southern Eriador.

Gilder D ust (Ilya lma)

Varies-5

powder/Apply

312gp

0

When sprinkle d on injuries repairs organs, arteries a nd ve ins in 1-3 minutes. A magical blend of rare substa nce s. Only a vaila ble from Elvish hea lers and a few mannish a pothe carie s/alchemists.

MEDICINALS AF Effect

DISEASES Name

Codes Form/Prep Cost

Angurth

-

fl eas

-

AF Effect -

Leve l 2. Slow painful de ath

Bukanda s

-

certain wolves

-

-

Leve l 4. Severe a sthma

Grelni xar

-

Vrel plant

-

-

Leve l 8. Running dea th. Whenever able the vic tim will run (even to the point of dea th).

Igturfas

-

certain snakes

-

-

Leve l 5. Feeblemindedne ss, Re drop by 20.

Jadaras

-

Janar grass

-

-

Leve l 2. A gility drops by 5.

Shutinis

-

Hultif bugs

-

-

Leve l 3. Insani ty.

Ve maa k

-

certain hornets

-

-

Leve l 7. Hearing loss.

189

CONCERNING NAMES These lists of names are not meant to represent every possible name available to a characters race. Merely to give players ideas for naming characters.

HOBBIT NAMES Hobbits have a first name followed by a Surname. It is very unusual for them to have middle names. It is common to name girls after flowers or jewels.

Surnames Banks, Baggins, Bracegirdle, Brandybuck, Broadfoot, Brockhouse, Brown, Bunce, Burrows, Bolger, Boffin, Cob, Cobbins, Coltsfoot, Conney, Cottam, Cotton, Chubb, Dobbins, Galbasi, Galpsi, Gamgee, Gamwich, Gammidge, Goldworthy, Goodbody, Goodchild, Goodhill, Goold, Greatfoot, Grub, Hairytoes, Hairyfoot, Headstrong, Heathertoes, Hornblower, Longburrow, Overhill, Proudfoot, Roper, Sackville, Sandheaver, Smallburrow, Smallfoot, Shanks, Underhill, Took, Tunnelly, Turfer, Whitfoot Female Adamanta, Adaldrida, Angelica, Anise, Asphodel, Belba, Bell, Belladona, Berylla, Betony, Buttercup, Camellia, Celandine, Chamomile, Cherry, Chica, Daisy, Dahlia, Diamond, Donnamira, Dora, Eglantine, Emerald, Esmeralda, Fern, Foxglove, Gardenia, Gilly, Goldilocks, Goldenseal, Hanna, Hazel, Hilda, Holly, Jasmine, Laura, Lily, Linda, Lobelia, May, Malva, Magnolia, Marigold, Melilot, Menegilda, Merimas, Mentha, Mimosa, Mirabella, Myrtle, Pansy, Passionflower, Pearl, Peony, Pervinca, Poppy, Primula, Primrose, Pimpernel, Prisca, Rosa, Rose, Rosemary, Rosamunda, Rowen, Ruby, Salvia, Saffron, Saphire, Tanta, Violet, Willow, Male Adalgrim, Adelard, Amaranth, Andwise, Anson, Balbo, Bilbo, Bingo, Bodo, Bandobras, Blancho, Bowman, Bungo, Carl, Coldomac, Cotman, Cottar, Everard, Dinodas, Doderic, Dodinas, Drogo, Dudo, Erling, Fastolph, Fastred, Falco, Ferdinand, Ferdibrand, Ferumbras, Filibert, Flambard, Fortinbras, Fosco, Fredegar, Frodo, Gamoc, Gerontius, Gorbadoc, Gorbulas, Gormadoc, Girffo, Gundabold, Halfast, Halfred, Harding, Hamfast, Hending, Hildigrim, Hildibrand, Hildifons, Hob, Hobson, Holfast, Holman, Hugo, Ilberic, Isembard, Isembold, Isengar, Isengrim, Isumbras, Largo, Longo, Lotho, Madoc, Marcho, Marmadas, Marmadoc, Marroc, Meriadoc, Merimac, Milo, Minto, Mosco, Motto, Mungo, Nina, Noakes, Odovacar, Olo, Orgulas, Otho, Milo, Paladin, Peregrin, Ponto, Porto, Polo, Posco, Odo, Reginard, Rorimac, Rudigar, Rufus, Sadoc, Saradoc, Saradas, Samwise, Sancho, Sigismond, Seredic, Tanta, Togo, Tolman, Wilcome, Wilibald, Wiseman,

DWARVEN NAMES Dwarves adopt “public” names for occasions where they must deal with non-Dwarves. They guard their given or “inner” names with zeal. The names below are common “public” names used by Dwarves of either sex. Azaghâl, Balin, Balli, Balrim, Barin, Bávor, Bifur, Bís, Bofur, Bohór, Bombur, Borin, Bróin, Burin, Dáin, Daram, Darim, Dís, Dóm, Dór, Dóri, Dralin, Drarin, Drúbar, Dúrin, Dúrinin, Dúris, Drús, Durí, Dwáin, Dwálin, Falin, Farin, Fili, Flói, Frár, Freri, Frerin, Freris, Frór, Fruhar, Fulla, Fundin, Gáin, Gimli, Gimlin, Glein, Glóin, Glorin, Grís, Gróin, Grolin, Grór, Gulla, Gura, Gurh, Gurim, Gurin, Gurn, Náin, Naug, Rálin, Thorin,

190

HIGH ELVEN NAMES Almáriel (fem. name) Aicanáro, masc. name Arien "the Sun-maiden", fem. name, Artaher "noble lord", masc. name Artamir "Noble jewel", masc. name Atanamir masc.name, *"Edain-jewel" Atanatar masc. name, "Father of Men"

SINDAR NAMES Female Aerin, Ailwen, Almarían, Almiel, Aredhel, Arlind, Arwen, Banwen, Belaurin, Bereth, Berúthiel, Bladorwen, rennil, Bridhil, Brilwen, Celebrian, Celebrindal, Cerelin, Címir, Dineth, Doliel, Dolwethil, Dunril, Duredhel, Eilinel, Elanor, Elbereth, Elberil, Eledhwen, Elleth, Elwing, Emeldir, Faelivrin, Faiglindra, Finduilas, Firiel, Fuil, Gailbrithnir, Galadlóriel, Galadriel, Gilmith, Gilraen, Gilthoniel, Glóredhel, Gwâni, Hadoriel, Haladanil, Helluin, Hiril, Idril, Inis, Isfin, Ivanne, Ivorwen, Lalaith, Lamril, Linmir, Lothíriel, Luinen, Lúthien, Magrintha, Mavwen, Mechothli, Melethril, Melian, Melineth, Melis, Miriel, Mirwen, Mithrellas, Morwen, Murilind, Muru, Naneth, Nellas, Neth, Nienor, Nimladel, Nimlorel, Nimloth, Nimlothel, Níniel, Ninir, Nirnaediel, Nuneth, Nurnil, Rathlóriel, Rhien, Silmarien, Sirith, Su lmith, Talceleb, Thuringwethil, Timbridhil, Timfiril, Tinturwen, Tinúviel, Únen, Urwedhin, Urwen Male Ammalas, Amrog, Androg, Angrim, Annael, Aramir, Arminas, Auredhir, Baragorn, Bethos, Bodruith, Borlas, Borondir, Bradil, Bronweg, Celebrith, Cranthor, Dagnir, Damrod, Delin, Dengar, Dírhavel, Diriel, Drónurin, Duilin, Egalmoth, Egnor, Eldamir, Eltas, Eriol, Ermabuin, Ethlon, Falathar, Felegron, Feredir, Findor, Finweg, Fionaur, Flinding, Forweg, Galadhor, Galathilion, Galdaran, Geluim, Gethron, Gilweth, Githilma, Glirhuin, Guilin, Gumlin, Gwaewar, Hadron, Halmir, Halog, Hatholdir, Henderch, Iarwath, Indorion, Ingold, Ingrim, Ior, Lathos, Lathweg, Lúmin, Lúrin, Maethor, Magron, Mailgond, Malgalad, Mallor, Miothon, Nathron, Orchaldor, Orgof, Orleg, Ormaldor, Othrondir, Padathir, Pelendur, Radhruin, Radros, Ranoth, Rhimbron, Russandol, Sadog, Saelon, Saeros, Talagand, Tauros, Thind, Thorondir, Tinfang, Tinweg, Torfir, Udalraph, Ulbar, Ulfand, Ulrad, Ulwar, Urthel Sindarin Names are appropiate for Elven Characters of Sinda descend as well as "call-names" of Noldo characters. Also Wood-elf characters from the realms of Lórien or Mirkwood might bear Sindarin Names, but other Wood- and Green-elves have Names in Nandorin or Avarin (Pena) forms. It´s a common thing for Dúnedain and the urban or Noble Gondorians to have Sindarin Names too (rural men would wear Westron or ancient indigenious names)

NORTHMAN NAMES These names are suitable for any northman culture during the mid-third Age.

Female Brytta, Haithwyn, Idunn, Lorelei, Luitgard, Lusuntha, Shagelda Male Adalbert, Amalric, Atagavia, Beorn, Beornaborn, Breagla, Donar, Eodoric, Felardan, Freaga, Gartila, Hengist, Hludwig,

Horsa, Ing, Iseren, Mahacaed, Mahrcared, Odogavia, Odovacar, Odavacer, Skulif, Tancred, Theodoric, Ugiluf, Uirdiks, Waggaeorn, Waulfa, Wuilaric

Ricerch, Sawel, Seriol, Sywno, Talorg, Tathal, Tathan, Teulyddog, Tewdwr, Trahaearn, Tudfwlch, Tudur, Tungyr, Uren, Uwain, Wid, Ysgarran.

ÉOTHÉOD, ROHIRRIM NAMES

DUNLENDING NAMES

These names should have an Anglo-Saxon form.

Female Aldgylt, Amborgwén, Andbryg, Andrun, Argylt, Athelblot, Athelwyn, Baluwif, Bendblot, Beoliss, Beorgbryth, Beorgdotar, Beorgwén, Beorngilp, Bildotar, Bredwyn, Bridd, Burghild, Carbryg, Cynhild, Denehild, Déorliss, Dunmeden, Dwimorliss, Éadgifu, Eadliss, Edorblot, Elfbryg, Elfdotar, Elfhild, Elfrun, Éobryg, Eoforhild, Eoforwyn, Éowyn, Faragylt, Fastgylt, Felarun, Firienhild, Folcblót, Folcliss, Folcrun, Foldgwén, Frealiss, Fréarun, Frumwyn, Fyrgylt, Gardotar, Gartwif, Gléohild, Goldwif, Grimgwén, Grimhild, Guthgwén, Guthwif, Gwén, Halibryd, Hambryg, Hardrun, Helmblot, Helmbryg, Heregwén, Herewif, Hildedotar, Hildewyn, Holdbryth, Holdgilp, Holdmeden, Hornmeden, Isengilp, Iserun, Léodgwén, Léodwyn, Léofblót, Léowyn, Markhild, Mearhild, Mearliss, Meduwyn, Meregylt, Merigen, Ósbryth, Ostbryg, Redhild, Redwyn, Sarumeden, Scaduwyn, Seldbryth, Solblót, Théodwyn, Thinen, Wegenbryd, Widrun, Winifreth, Wisrun, Wlencu, Wolcenblót, Wulfdotar, Wulfgwén, Wulfmeden Male Aldor, Andwis, Arwulf, Beorghard, Beorn, Beowulf, Brandróf, Brego, Brytta, Céorl, Déor, Dúnhere, Éadig, Ednew, Edorwine, Elfheah, Elfhelm, Elfwein, Elfwine, Éobold, Eofor, Éoh, Éomer, Éomund, Erkenbrand, Erkenfast, Fastred, Felaróf, Fengel, Firienman, Folca, Folcred, Folcwine, Foldric, Forca, Fréa, Fréalaf, Fréawine, Freca, Fruma, Frumgar, Galmod, Gangred, Gargram, Gelimer, Goldleod, Goldwine, Gram, Grimbold, Grimred, Guthlaf, Haleth, Háma, Hamfast, Hamson, Harding, Hasen, Heden, Helgor, Helm, Hending, Hengest, Heorrenda, Herebrand, Hilderic, Holdwine, Holman, Holtman, Hornláf, Horsa, Isenbard, Isenbold, Isengar, Isengrim, Léod, Léofa, Leofen, Leofwine, Markred, Mearhere, Mearwine, Meduwine, Mundgar, Óswine, Ottor, Scaduwine, Seldwine, Snaca, Stedeson, Tolman, Walda, Wefre, Wegenwulf, Westgrim, Widfara, Wisman, Writa, Wulf, Wulfgar, Wyrmhere.

HILLMEN NAMES Female Adwen, Annest, Angharad, Arianwen, Briant, Collwen, Duddug, Dwynwen, Dyddgu, Efa, Eleri, Ffraid, Glesig, Glesni, Gwen, Gwenllian, Gwladus, Heledd, Indeg, Keyne, Leri, Lleucu, Llio, Melangell, Meleri, Nest, Nia, Twi, Tydfill. Male Aeddan, Aeron, Afan, Amig, Amlyn, Anarawd, Arddur, Arfon, Arllechwedd, Arhtudd, Athrwys, Blaen, Bleddig, Bleddyn, Bledri, Bradwen, Bragha, Bram, Bregg, Brend, Briam, Brioc, Broggha, Brude, Brugyn, Buban, Cadell, Cadfannan, Cadlew, Cadwaladr, Cadwallon, Cadwgan, Caradog, Catwg, Cedifor, Ceredig, Cian, Cibno, Cilydd, Clydno, Cunvelyn, Cyfulch, Cygnar, Cynan, Cynfan, Cyngen, Cynhafal, Cynrain, Cynwal, Defi, Donat, Drust, Dwyai, Edar, Edern, Edynfed, Eideff, Einion, Elad, Elffin, Elise, Erthgi, Eudaf, Fagan, Gelhi, Geriant, Golistan, Gollwyn, Gorthyn, Graid, Gruffydd, Gundlei, Gwaednerth, Gwair, Gwanon, Gwarddur, Gwefrfawr, Gwegon, Gwenabwy, Gwengad, Gwern, Gwion, Gwrgant, Gwraid, Gwrfelling, Gwrien, Gwygn, Gwyleged, Gwyn, Gwynfardd, Hyfaidd, Hywel Idwal, Iestin, Ieuan, Iorwerth, Krennt, Llewt, Lleyn, Llifiau, Llywarch, Llywel, Llewen, Mailcon, Marchlew, Maredudd, Meilyr, Merfyn, Merin, Morial, Moried, Morien, Mynyddog, Naggwech, Nai, Nalle, Neddig, Neilyn, Nerthaid, Nidian, Nwython, Owain, Padern, Pedrog, Peithan, Rhiwallon, Rhodri, Rhufon, Rhun, Rhydderch, Rhygifarch, Rhys,

Female Aigneis, Ailis, Aimil, Aingealag, Anabal, Anna, Barabal, Beitris, Brighde, Cairistiona, Caitlin, Catriona, Ceit, Ciorstag, Ciorstan Diorbhall, Doireann, Ealasaid, Eibhlin, Eibhlin, Eilidh, Eilionor, Fionnghuala, Frangag, Giorsal, Grizel, Iosbail, Iseabel, Leitis, Lili, Liusaidh, Maighread, Maille, Mairearad, Mairi, Marsali, Marta, Milread, Moibeal, Muireall, Neilli, Nora, Onora, Peigi, Raonaid, Raonaild, Ros, Seana, Seonaid, Sibeal, Sighle, Sile, Silis, Sine, Siubhan, Siusan, Una. Male Adhamh, Ailean, Aindreas, Alai, Alasdair, Aonghus, Art, Artur, Barra, Batair, Bearnard, Cailean, Calum, Coinneach, Colm, Criostoir, Crisdean Daibhidh, Deorsa, Diarmid, Domnhull, Donncadh, Dughall, Eachann, Eamonn, Eanruig, Earnan, Eideard, Eoghann, Fearchar, Fearghus, Feundig, Fiorel, Fionnlagh, Frang, Fronnsaidh, Gabhan, Gearald, Gille-Eathain, Goraidh, Iain, Iomher, Labhruinn, Lachlann, Liam, Lucas, Luthais, Manus, Marcus, Martainn, Maschbram, Micheil, Muireach, Mungan, Murchadh, Neacal, Niall, Oengus, Padruig, Parthalan, Peadar, Piaras, Pol, Proinsias, Raghnall, Raibeart, Raonull, Risteard, Ruairidh, Saddro, Seammu, Seorus, Seosamh, Seumas, Sim, Somhairle, Stiabhan, Tearlach, Tomas, Tormod, Uilleam, Uisdean.

ORC NAMES Ashgor, Albamat, Azdog, Azlag, Bagmog, Azmau, Bolghâsh, Azprakh, Bolghûr, Bolglag, Bolrat, Burgûlaz,Bughûr, Burgûlmuz, Bûrzgol, Burgûlprakh, Dograt, Bûrzlata, Dufgoth, Bûrznût, Durbug, Bûrzthroq, Durbûl, Burzumlag, Durshag, Durbmuz, Durubgor, Durfauth, Dushgor, Dushtug, Dushthrak, Fauthaz, Fauthash, Fimbûlyag, Fauthgûl, Gâkhnût, Fimbûlgash, Gâkhthroqu, Gashbol, Gashsrinkh, Gashnákh, Gazatmat, Ghâshgrond, Ghâshlag, Gimbhosh, Golkrimp, Goidog, Goltug, Goiduf, Gornût, Gorghâsh, Goruglu, Gothdog, Horuglu, Gothûl, Hûraz, Grishbûrz, Kriththroq, Grondlug, Lagaz, Gûlbug, Lugaz, Haibolg, Lugprakh, Horbol, Mataz, Ishizthrak, Matûrzlag, Kûburgûl, Mautug, Lagrog, Mogmau, Lugrad, Muzlata, Mogdush, Shagaz, Moghor, Shagprâkh, Muzdog, Sharadûmp, Muzgor, Sharamat, Nakhash, Snagalag, Nakhbag, Srinkaz, Ogfimbûl, Tarkthroq, Prakhduf, Thrakmat, Rógnakh, Ufmat, Tugrat, Uftug, Ufgâkh, Uglaz, Urukbol, Úkmat, Uruknakh, Uzglag

DUNEDAIN NAMES after T.A. 861 names are taken in the Sindarin language.

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RELIGION Middle-earth ia vast continent which is the home of numerous cultures/races. Most have their own god or gods and have their own set of associated rules and rituals. Many of these religions involve cruel deities and the worship of Darkness. Other pantheons reflect some local perception and belief in some or all of the Valar. This is particularly true in northwestern Middle-earth, where the Elves and the enlightened Men know of the true nature of those on high.

MYTHS & RELIGION The Ainur, or "Holy Ones," were the first beings created by Eru, the one God. According to the Elda tale known as the Ainulindalë; their spirits predated the creation of Eä, "The World that Is." They came into Existence in the very Beginning. The Ainur were with Eru, "the One," before anything else was made. Eru's thought gave birth to two groups of Ainur: the exalted Valar (Q. "Powers") and their lesser but more numerous brethren, the Maiar (Q. "Hands"). Together, these immortal servants form a community borne out of Eru's conception, a community entrusted with the both the making and guardianship of Arda, "the Place." (Endor, "Middle-earth," is the central continent in Arda.) Eru (who the Eldar call "Ilúvatar" kindled the Ainur with the Flame Imperishable, the Secret Fire, giving the Holy Ones Being and Vision. After sending the Flame to burn at the heart of Eä, the One spoke to the Ainur. He imparted themes of music and the Ainur sang. They sang separately at first, but Eru eventually gathered them in the Timeless Halls and instilled in them a grand theme. This theme guided the Ainur into harmony and gave birth to the Great Music. The Ainu chorus sang the Great Music, and the pattern and being of all that exists was born. Eä--the World and the Heavensgrew out of the Song, as did Fate. The Ainur are all-powerful, immortal spirits. They include the exalted Valar, like Manwë and Varda, as well as the Maiar, who include Sauron and the five Wizards. Most of the Ainur (including all but one of the Valar) remain faithful to their creator. Others, like Sauron and the Balrogs, have fallen from grace. Eru is Arda’s One God, and the Valar are his servants. It is the Valar who live in Aman. Eru originally assigned them the guardianship of the world. Although they removed themselves from direct interaction with Middle-earth following the Downfall Of Númenor in S.A. 3319, they still attempt to maintain the balance of things. Through their agents (the Wizards or Istari), they aid the Free Peoples in the struggle against Sauron. The Valar feel justified intervening, since they are doing no more than righting a wrong and combatting power with power. Both the Wizards and Sauron are lesser Valar, those beings called Maiar. The Valar include a number of beings who normally exsist as spirits and only take physical form when dealing with lesser creatures or visiting Middle-earth. Some - like Morgoth, Sauron and the Balrogs - have become enslaved in their adopted bodies as a result of expending too much of their inner power. Although they could originally alter their appearance at will, their evil has bound them to their hideous forms. While their direct influence in Endor wanes with each passing Age, the Powers remain the most potent beings in exsistance. The peoples of Middle-earth still worship their various incarnations in countless ways. After all they represent Eru’s thought, his great themes. Originally, there were fifteen Valar, including the virtually coequal brothers, Manwe and Melkor (Morgoth). Melkor possessed greater might, but Manwe most understood the nature of Eru's thought and enjoyed the One's special blessing. Manwe's elevation as chief of the Powers surprised none of his kin, save his jealous brother. Fourteen Valar remained: seven male and seven female (the

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Valier). Elda scribes refer to the eight most influential Ainur as the Aratar (S. "Exalted"), or "Greater Powers," for they impact most on events in Ea. The other six Valar are counted as the "Lesser Powers". Vala relationships mirror those of the Children of Iluvatar. Some are older than others, most are married, and most have siblings. Manwe's wife Varda is Queen and her word is law to all the Powers, excepting her husband.

THE GREATER POWERS (ARATAR) Manwë (Súlimo) • Ass ociatio n/theme:

Air (sky, wind, weather, sight, empathy, wis-

dom). King of the Valar (aka the Elder King); Husband of Varda; Brother of Melkor (Morgoth).

• Status:

• Colour: Blue.

Varda (Elbereth) • As sociation/theme: Light (stars,

light of Arda, hearing, insight).

Queen of the Valar; Chief of Valier; Star-queen (aka Elentári, Elbereth Gilthoniel, Star-kindler); Wife of Manwë.

• Sta tu s:

• Colour: White.

Ulmo • As sociation/theme: Water

(sea, rain, springs).

• Status: King of

the Sea (aka Ocean Lord; Master of Waters); Spirit of the Veins of the Earth.

• Colour: Sea-green. Aulë (Mahal) • Association/theme: Earth (non-living earth,

crafts, creativity, insight,

materiality). • Status: The

Smith (Lord of Crafts); Master of the Earth; Maker (of Dwarves); Husband of Yavanna.

• Colour: Brown.

Yavanna (Kementari) • As sociation/theme: Earth (living earth, olvar).

Mistress of the Earth; Giver of Fruits; Keeper of Plants; Wife ofAulë and older sister of Vána.

• Status:

• Colour: Deep-green.

Námo (Mandos) • As sociation/theme: Spirits (death,

passing).

• Statu s: Feantur

(Spirit-master); Keeper of the Dead; Doomsmaster; Lord of the Halls of Awaiting; Older brother of Nienna and Irmo.

• Colour: Black. Nienna • As sociation/theme: Conscience

(grief, pity, suffering).

The Weeper (also called the Loner, the Sufferer); Sister of Irmo and Námo.

• Sta tus:

• Colour: Red.

Oromë (Aldaron) • As sociation/theme: Nature (forests, • Statu s: The

wild, kelvar).

Huntsman (aka Horn-sounder, Trumpet, Tauron, Béma, or Araw); Tamer of Beasts; Master of the Wild; Forest Lord;

Master of the Wilds; Husband of Vána and older brother of Nessa. • Colour : Silver.

THE LESSER POWERS Vána • Ass ociation /theme: Youth (wild,

birth, renewal, fire, flowers, song).

The Ever-young; Mistress of Flowers and Song; Wife of Oromë and younger sister of Yavanna.

• Statu s:

• Colour : Spring-green.

Tulkas (surn. Astaldo) • A ssociation/theme:

Valor (friendship, loyalty, laughter, hardiness,

delight). Champion of the Valar; The Valiant; Husband of Nessa. Colour: Red-gold. Nessa -

• Status:

• Ass ociation /theme:

Joy (celebration, happiness).

Dancer; Mistress of Celebration; Wife of Tulkas and younger sister of Oromë.

• Status :

• Colour : Orange.

Spirits (dreams, desires, love, vision, peace).

Fëantur (Spirit-master; Dream Master (aka Desirer); Lord of Visions; Master of the Fountains of Renewal; Husband of Estë and younger brother of Námo and Nienna.

• Sta tus:

• Colour : Deep Blue.

Estë • Ass ociation /theme: • Statu s: The

Renewal (healing, rest, peace).

Healer; Mistress of the Fountains of Renewal; Wife of

Irmo. • Colour : Grey.

Vairë • Ass ociation /theme: Time • Sta tus: The

(fate, tales, memory).

Weaver; Wife of Námo.

• Colour : Purple.

THE FALLEN POWER Melkor (Morgoth) • Ass ociation /theme:

THE VALAR AS (MISTAKEN) DEITIES The Valar are not Gods, of course, although they are often mistaken as such by Men. Countless pantheons include Gods that correspond to some or all of the Powers. Generally, localized labels and trappings apply, but the features ascribed to these so-called deities are usually the equivalent of those embodied in the Valar. It is a matter of ignorance combined with local perception. Where the weather is harsh, the God who corresponds to Manwe may be viewed as powerful and brutal; while in locales blessed with a fair climate, this God may be weak and/or gentle. In either case, the deity is a misconceived version of the Lord of Valinor. Certain races recognize only some of the Powers. Coastal peoples who derive all their wealth from the sea may look to a Godvariant of Ulmo as a generous and ultimate overlord who has no peers and few servants. While their pantheon might include a lesser Lord of the Stars (some variation of Varda) and a weak God of the Sky (again, a reconceived Manwe), their woodless land might have little use for any deity resembling Orome. MONOTHEISM AND THE REVERENCE FOR ERU

Irmo (Lórien) • Ass ociation /theme:

society's experience. For this reason, some folk even deify the Valar. Those who live beneath the boughs of the deep woods and worship the God of the Forest covet the works of Orome, while those that revere the God of the Sky salute Manwe.

Fire (cold, crafts, materiality, earth).

• Status: The Fallen; The

Mighty (aka He Who Arises in Might, the Great Enemy, the Black Enemy, the Nameless, The Unmaker); Brother of Manwë.

• Colour : None.

THE VALAR AND RELIGION Few among the Elves of Third Age Middle-earth have ever seen a Vala, and virtually none of the members of the other Free Peoples actually enjoy that claim. Direct visits from the Powers were rare after the Great Battle, and they essentially ended following the Change of the World. Only Ulmo and a small collection of Maiar regularly venture out of Aman. In fact, Ulmo sees and hears much that escapes even Manwe and Varda, for the King and the Queen of the Valar are far removed from life in Endor. Nonetheless, the peoples of Middle-earth are aware of legends and natural manifestations that arose out of the Valar's acts. The forces and features of nature - such as the waters, the wind, and the stars - are all tied to the Valar, and they are all part of every

Eru is th e On e Go d, and so me enlig hten ed cultures u nders tand this fact. Mos t Elves, o f co urse, b elieve in E ru Iluv atar, for th ey recogn ize th at the Valar aro se o ut o f th e On e's Flame Imp eris hable (like all les ser sp irits ). Thu s, mo st Elv en g roup s p ractis e mono th eis m. Tho se that d o not are us ually igno rant Mo riqu endi (particular Avari) o r are corrupt. As ide f rom th e enligh te ned Du ne dain , Men a re le ss lik ely to emb race the wo rship o f o ne, all po werful G od . Mo rtals - h aving s ho rt life sp an s an d relatively little w ritten his to ry - are too far remov ed from th e E ld er Day s to p os ses s th e k no wledg e fou nd amo ng the Q uen di. Where mon otheistic Men reside, the s pecific form of their beliefs are rarely accurate; in stead, th ey reflect th e cultu re's u niqu e exp erien ce. Th ese peo ples ty pically view th eir o ne G od in th e s ame way E lv es migh t loo k u po n their patron Vala o r, mo re common ly, they perceive their on e deity as a man ifestation of Darkn ess.

RELIGION AND DARKNESS Darkness has frequently plagued Mannish societies. Both Morgoth and Sauron promoted themselves as the King of Men, and each fostered ignorance among their potential subjects. Religion became a great tool of conquest. As a result, cults deifying Morgoth and/or Sauron are commonplace. Either the Black Enemy or the Dark Lord is venerated as the one God, or as the principal God, among numerous ethnic groups and within the many secretive cults that subvert cultures in less shadowy regions. Unenlightened or impoverished people relish power and oft times idolize magical or physical strength. Naturally, since the Great Enemies employed unrestrained enchanters and overwhelming armies, Darkness represented might. This, in turn, provided Men with the two-edged symbol of fear and hope, and it is not surprising that a considerable number of races turned to Darkness. Some of the resultant religions converted local Gods to servants of Morgoth or Sauron or abandoned the old deities altogether, while others merged their ancient idols into the persona of the conquering spirit. THE MULTIPLICITY OF RELIGIONS Lik e any wo rld with my riad races , cu ltu res, and su b- cultures , Mid dle-earth h as a s eemin g ly inex ha us tib le collectio n of deities , pan th eons , p ractices , and relig io ns . Rites and ritu als , cou ched in the pecu liarities ass oc iated w ith particular p laces an d p eop les , f ollo w coun tless patterns and themes. T hu s, the folk of each reg io n ty pically sub scrib e to th eir o wn s tan dards, bo rro win g an d evo lv ing with need an d time. In truth, ho wev er, there is a stand ard. Eru is the Creato r an d God ,

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an d n o othe r deities ex is t excep t in belief. T he Valar are merely p owerful serv an ts , gu ard ian s of Eru's co nception .

DUNADAN AND ELDA RELIGION T his truth forms th e foun dation of Eld a and Dun adan relig io n. Bo th g ro up s live in th e no rthw est o f Mid dle-ear th and pr actis e a no nritu alistic fo rm o f mo no th eis m b ased o n the belief in Eru as th e O ne. H aving immortality and direct con tact with th e Powers of Aman, th e E ldar kno w abo ut th e relation ships of the Maiar and the Valar, the Valar an d Eru , an d E ru and Ea. Dis cip les o f Eld a teach ing , the Dun edain inherited this k now ledg e. T he Eldar an d D un ed ain utilize a v ery p erso nal f orm of relig io n, w hich in v olve s n o fo rmal clergy and little in th e way o f ritu als. Pers on al meditation an d co mmu nal celeb ration o rd er their sp iritu al liv es . In fo rmality is the no rm. T he Valar serv e as patron s of th ese grou ps (an d of the peo ple they influence, but they are not mis con stru ed as Go ds. Mafia s pirits p erfo rm les ser ro les an d are res p ected as th e wise, or rev ered a s s piritu al caretakers of the earth. Actual wo rsh ip , ho wev er, is con fin ed to Er u; an d w hile faith is es sen tial an d o mn ipres en t, it is n ot in tru sive. This s uits th e Valar an d their Mafia peop le, since it is in keeping with th e Balan ce of Th ing s.

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SKILLS IN MIDDLE-EARTH SKILLS This section contains new skills which are available in Middleearth, skills which are not available and notes on how old skills should be used in the Middle-earth setting.

UNKNOWN SKILLS These skills from the RMSR (and School of Hard Knocks) are not available to characters:Biochemistry Channelling Control Lycanthropy Dowsing Reality Awareness Magical Languages Demon/Devil Lore Faerie Lore Circle Lore Symbol Lore

Warding Lore Planar Lore Psychology Death Trance Healing Trance Magical Ritual Jousting Surfing Striking Degree 1, 2, 3, 4 Sweeps Degree 1, 2, 3, 4

If during the course of the game, a character comes upon any of these skills and a teacher; then they may attempt to learn them as Restricted skills.

NEW SKILLS These skills are taken from the various Rolemaster Companion books, or are completely new skills unique to Middle-earth. Athletic • Brawn Skill Category Tug of War - Two teams consisting of an equal number of participants, pull on opposite ends of a rope. The winner is the team that can pull the rope towards the themselves a marked out distane.. {St} Athletic • Gymnastics Skill Category Dallok - each player is outfitted with a glove of cotton and leather over the left hand and a short bat in the right. With five players per team, the object is to knock a wooden ball through a gate. on team defends the gate and the other team atemptes to knock the ball through the gate, which scores the team a point. The gate is four feet high and three feet wide. To become the attackers, the defenders must saize the ball from their opponents three times without letting them score a point. To take the ball away, three defenders (at a distance of least three feet from each other) must consecutively touch the ball with mitt or bat. Stave-fighting - Each combatant is armed with a six foot long, stout, wooden stave, both ends heavily padded with cotton wrapped with leather. The fighting takes place on an elevated platform (eighteen by four feet). The winner either pushes his opponent off the platfrom or scores three god hits. Combat Manoeuvres Skill Category Blind Fighting - This skill is classified, Restricted. (add skill description). {SD} [ Martial Arts Companion] Lore • Magical Skill Category Divination Lore - This skill provides a bonus to recalling the meaning of a given divined result using standard or specialized systems of interpretation. This skill must be developed for each method of divination. {Me} [Mentalism Companion] Note: Divination is used to gain insight into past, present or future; Divination Lore is used in interpreting and understanding that information correctly. Dream Lore - This skill provides a bonus to attempts to interpret dreams within the framework of a given culture, using personal, cultural and archetypal content as the basis for compre-

hension. This skill also encompasses knowledge concerning dream incubation and other rituals associated with sleep and dreams for that particular culture. {In} [Mentalism Companion] Lore • Obscure Skill Category Maiar Lore - This skill provides a bonus for recognizing, and identifying the major powers and abilities of the Maiar including fallen Maiar (e.g.; Balrogs), and things pertaining to them (land, items, etc.). {Me} Lore • Technical Skill Category Disease Lore - This skill is only available to members of the Drughu culture; and is classified, Restricted for any other culture. This skill provides a bonus for recognizing and identifying diseases. Martial Arts • Strikes Category Martial Arts Striking - This skill represents the attacking forms of the “hard” martial arts. This skill uses the Arms Law Martial Arts Strikes Attack Table and may not exceed the Degree 1 damage threshold. Accompanied by a Weapon Style skill or Martial Arts Style skill, this skill can exceed the Degree 1 limitation. All criticals should be rolled on the MArtial Arts Strikes Critical Table. If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Strikes Table rather than the Degree 1 damage threshold, but he must suffer a special 20 modifier. {St} [Martial Arts Companion] Martial Arts • Sweeps Category Martial Arts Sweeping - This skill represents the attacking forms of the “soft” martial arts. This skill uses the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold. This skill accompanied by a Weapon Style skill or Martial Arts skill can exceed these limitations. All criticals should be rolled on the Martial Arts Sweeps Critical Table. If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Sweeps Table rather than the Degree 1 damage threshold, but he must suffer a special 20 modifier. {Ag} [Martial Arts Companion] Special Attacks Skill Category Feint (Armed) - This skill provides a bonus to trick your opponent to react to a false melee attack and weaken his defenses. A successful feint a maneuvre may result in a temporary reduction in the total DB of the target. To determine the success of the feint attempt, take the amount of the character’s Feint skill bonus commited to the attack and make a static manoeuvre roll. The opponents total usable OB (e.g., his OB before delegating parry or special attacks) is subtracted from this roll. Them refer to the manoeuvre/Movement Table T-4.1, in RMSR, using the “Extremely Hard” column. If the result is a number, this number is subtracted from the targets normal DB. A Feint manoeuvre may negate some or all of a targets DB due to shield bonus (including magical shields), parrying actions, skills that increase the DB of the target, or the targets Quickness modifier. Any positional DB or inherent DB of a target will not be reduced by a Feint manoeuvre. Examples of positional DB are fighting from higher ground or being behind some sort of cover. An inherent DB could be general magical protection or high quality armour, both of which cannot be affected by a feigned attack. If the Feint manoeuvre is successful, half of the OB commited for the feint is regained for the normal melee attack. If the feint fails, all OB shifted to the feinting manoeuvre is lost for this round. If the character develops Situational Awareness: Feinting, he may apply this skill bonus against Feinting attacks made against him in addition to any other modifiers. {Qu} [Martial Arts Companion] Feint (Unarmed) - This skill provides a bonus to trick your

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opponent to react to a false melee attack and weaken his defenses. A successful feint a maneuvre may result in a temporary reduction in the total DB of the target. To determine the success of the feint attempt, take the amount of the character’s Feint skill bonus commited to the attack and make a static manoeuvre roll. The opponents total usable OB (e.g., his OB before delegating parry or special attacks) is subtracted from this roll. Them refer to the manoeuvre/Movement Table T-4.1, in RMSR, using the “Extremely Hard” column. If the result is a number, this number is subtracted from the targets normal DB. A Feint manoeuvre may negate some or all of a targets DB due to shield bonus (including magical shields), parrying actions, skills that increase the DB of the target, or the targets Quickness modifier. Any positional DB or inherent DB of a target will not be reduced by a Feint manoeuvre. Examples of positional DB are fighting from higher ground or being behind some sort of cover. An inherent DB could be general magical protection or high quality armour, both of which cannot be affected by a feigned attack. If the Feint manoeuvre is successful, half of the OB commited for the feint is regained for the normal melee attack. If the feint fails, all OB shifted to the feinting manoeuvre is lost for this round. If the character develops Situational Awareness: Feinting, he may apply this skill bonus against Feinting attacks made against him in addition to any other modifiers. {Qu} [Martial Arts Companion] Garrote - This skill allows an unknown assailant to attack with a garrote, intending to render the target unconcious. To use the Garrote skill, a character must approach his foe undetected and be able to strike before the foe can react. To resolve a garrote attack, the attacker makes a moving manopeuvre and adds his Garrote OB. The base difficulty for the manouevre is Easy. However, this difficulty increases by one level for every 5 full points of DB the target has at the time of the attack (e.g., a +17 DB increases the difficulty to Hard). Look up the total in the Moving Manouevre Table. If the result is a number, the target must make an RR to stay concious. The base RR attack level is equal to 10% of the number from the Moving Manouevr Table (round up). The target’s level is equal to his Co stat bonus (minimum of 1). If the target fails his RR, he falls unconcious. if he makes his RR, he must roll again next round, but the attack level increases by the base RR attack level. E.g., if the first RR was made versus level 6, the next RR is made versus level12 (then level 1, etc). Repeat this procedure until the target is unconcious. While being choked the victim has any maneouvres he attempts modified by -30 If the original moving maneouvre resulted in a text description at the top of the chart (i.e., a very good attack manouevre), the victim must make an RR(versus a 20th level attack) but this RR is to avoid death (i.e., failing this RR results in a broken neck). If the original moving manoeuvre resulted in a “fail to act” result, the target still makes an RR (versus a 1st level attack), and success indicates he is free from the attacker. Any other test result indicates that the manouevre failed. After the victim is unconcious, the attacker can choose to automatically kill the victim or leave him unconcious. {St} [Pulp Adventures] Racial Attacks - Add skill description. [Martial Arts Companion] Power Manipulation Skill Category Healing Songs - This is skill is only available to the Elven kindreds and is Classified, Restricted for anybody else. This skill uses song to aid and revive those suffering from illness. Below is a list of Healing Songs each of which must be developed as a seperate. Blood Songs, manipulate the flow of blood. Bone Songs, Strengthen and partially regenerate broken or shattered bones.

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Sonsory Songs, used for amending reductions in sensory powers or damage to nerves; also used in aiding mental afflictions. Muscle/Tendon/Ligament Songs, mend, stregthen and partially regenerate soft tissue. Cleansing Songs, allow general cleansing of blood and organs; also help to re-establish normal functioning of the body after long periods of exertion or enforced inactivity. Strengthening Songs, songs of a very wide range capable of amending all of the above afflictions; also stregthen the spirit. {Em} [Hands of the Healer] Notes: Substitute the result below for those given on the Power Manipulation SM Table. Blunder: Discord enters the song, but you do not perceive it until its conclusion. The healing power of the song is reversed and the illness/injury becomes worse (perhaps life-threatening). The singer suffers a spell failure roll (no modifiers). Absolute Failure: Discord enters the song, making it impossible for the patient to find healing through song, meditation or spell. Mundane healing or herbs must be relied upon. Failure: This particular illness/injury is beyond your power to heal. Other methods or singers may be tried. Unusual Event: This particular blend of patient, song and singers has begun to work magic of a rare and unusual kind. The lead singer may decide to continue or stop singing. Stopping results in a roll on the force table of the spell failure chart for all involved. Continuing could result in nearly anything (possibly roll for random spell list and level). Partial Success: The illness/injury is proving difficult to heal. The power of your song may not be great enough. You may select an appropriate healing spell of no higher level than your skill ranks (not bonus) to affect the patient (or the GM may select an appropriate effect). Unusual Success: This combination of singers, patient and song has healed and strengthened the patient beyond the normal scope of your skill (GM's discretion). Near Success: The illness/injury is proving difficult to heal. The power of your song may not be great enough. You may select an appropriate healing spell of no higher level than 1/2 your skill ranks (not bonus) to affect the patient (or the GM may select an appropriate effect). Success: The song is successful. You may select an appropriate healing spell of no higher level than your skill ranks (not bonus) to affect the patient (or the GM may select an appropriate effect). Absolute Success: By weaving words of power into the song, you manage to completely heal the malady. Mo di fica tio n........................................................................................ Mod ifie r Sit uat ion (e.g., + 30 i n q uiet ro om with g entle so ng , -70 in a to rture cha mb er) ...................................................................+ 30 t o -70 Na ture of t he i llness/i njury (e.g., +30 f or a sim pl e c ut, -70 for a spe cia l p o ison). ...................................................................+ 30 t o -70 Acc om pa ny ing sing ers ( no mo re tha n 5) .................................. + t heir skill Mo rta l with an af finit y fo r E lve s (e.g ., a Fai thful Núm enore an)........... -20 Mo rta l with no af finit y fo r E lve s (e.g ., mo st Men) ................................... -50

Spell Artistry- This skill is primarily used by illusionists to create more vivid illusions with greater detail and similarity to real life. Spell artistry allows an illusionist to mimic specfic individuals down to minute details or to make scenes blend flawlessly with the surrounding environment. Notes: The GM may require an acting static manouvre to determine how realisticly a creature or person is portrayed (the modifier from the acting manouvre should be added to this roll). When attempting to fool a target, the target may be entitled to an Alertness roll (if unaware of the illusion), Observation or other appropriate skill roll (if actively looking for the illusion). The difficulty is determined by how accurate the illusion is trying to be. Example Difficulties:

Routine: Create an illusion which would fool a viewer who has no knowledge of the subject. Light: Create an illusion which would fool a viewer who has only heard of the subject. Hard: Create an illusion which would fool a viewer who is familiar with the subject. Very Hard: Blend an illusion with the surroundings Extremely Hard: Create an illusion which would fool a viwer who is very familiar with the subject. Absurd: Create an illusion which would fool a viewer who is intimately familiar with the subject. Yavanna’s Song - This skill is only available to Sindar and Silvan Elves and is classified, Restricted for any other culture. This skill provides a bonus to increasing the effectivness of herbs. For full effect, this song must be voiced in symphony with others (containing, as it does, multiple verses which must be sung, back and forth, in response betweeen two choruses). {Em} [Hands of the Healer] Notes: As most Grey and Wood-elven healers are female, it is more typical for Elven-women than Elven-men to be skilled in this song (though there are exceptions). Some of its applications (such as the culling of Yavanna's wheat for lembas are activities permitted only to the women-folk, led by their besain (the queen or highestranking lady of their folk). Substitute the result below for those given on the Power Manipulation SM Table. Blunder: Discord enters the song. The potency of the herb is reversed, acting now as a poison. You must make a successful Herb Lore check to notice this. Absolute Failure: Discord enters the song, dissipating the herb's potency. You must make a successful Herb Lore check to notice this. Failure: The song has no effect. Adifferent singer may be successful. Unusual Event: This particular blend of herb and song has altered the herb's nature (GM's discretion). You must make a successful Herb Lore check to notice this alteration (though this does not necessarily disclose its exact effect). Partial Success: The herb now keeps for 3x its normal duration. Unusual Success: If not yet culled, the herb evolves into a completely new strain (GM's discretion). Carefully tended, it will reproduce. If already culled, treat as UM 66 above. Near Success: The herb now keeps for 3x its normal duration and is 2x as effective. Success: The herb now keeps for 4x its normal duration and is 2x as effective. Absolute Success: By weaving words of power into your song, you manage to enhance the herb's natural potency. It either keeps for 20x its normal duration or doubles its immediate virtue (e.g., an herb that heals broken bones now heals shattered bones). Mod ifi cat ion ......................................................................................Mod if iers Si nger is fem a le..............................................................................................+5 Ea ch a dd it io na l singe r ( up to 10).................................................................+5

Science/Analytic Skill Category Anatomy - This skill provides a bonus to understanding the structure of the body. It’s disection and how the different parts are connected. Self Control Skill Category Healing Meditation - This skill is only available to the elven kindreds, and is classified, Restricted for everyone else. This skill provides a bonus for focusing the healing power of body and spirit to increase the rate of healing. {Pr} [Hands of the Healer] Notes:

The difficulty depends on the level of noise and activity in the immediate surroundings. Substitute the result below, for that given on the Self Control SM Table. Blunder: Instead of focusing the healing power of body and spirit, you fall into an almost irreversible meditative state. The illness/injury runs its course unchecked. Considerable efforts (an Awakening spell, contact with the spirit, etc) must be made by outsiders to wake you or you starve to death. Absolute Failure: All appears to work well, but the illness/injury does not heal as expected, continuing to trouble you for the rest of your life. For example, on certain (usually important) occasions, a healed broken arm may lose its strength. Failure: You are unable to adequately focus your will. Try again in 1 week. Unusual Event: You fail to focus your will upon your illness/injury, and instead tap into the deepest memories of your soul. The experience is sure to change you. Partial Success: You focus your will successfully, but not as strongly as possible. The illness/injury eventually heals fully, but requires a successful Healing Meditation every week for double the normal healing time.* Unusual Success: You focus your will successfully. While in the trance you catch echoes of the Song of Creation or reflections on the nature of Arda. You may receive prophetic visions, deeper insight into a problem, etc. Near Success: You focus your will successfully, but not as strongly as possible. The illness/injury eventually heals fully, but requires a successful Healing Meditation every 2 weeks for double the normal healing time.* Success: You focus your will. The illness/injury heals fully at the normal rate.* Absolute Success: You focus your will. The illness/injury heals fully in three quarters of the normal time.* *The normal time for an illness/injury to fully heal (i.e. without scars, loss of movement, etc) may be up to 3 times as long as the time for it to heal with a penalty or scar, etc. Mo di fica tio n ........................................................................................Mod ifie r Na ture of t he i llness/i njury (e.g., +30 f or a sim pl e c ut, -70 for a spe cia l p o ison)....................................................................+ 30 t o -70 At tend ant E lve n hea ler............................................................... + t heir skill Mo rta l with an af finit y fo r E lve s (e.g ., a Fai thful Núm enore an)........... -20 Mo rta l with no af finit y fo r E lve s (e.g ., mo st Men)................................... -50

Example Difficulties: Routine: An isolated and sound-proof room. Easy:A quiet room in which all of the occupants are sleeping. Light: A still setting with some noise, but no activity (e.g., in a peaceful glen). Medium: A relatively sedate setting in which there is some activity, but it is muffled. Hard: While in a room where two people are having a conversation. Very Hard: An active setting in which there is a great deal of movement. Extremely Hard: In a noisy or disruptive environment (e.g., during an argument). Sheer Folly: In an extremely noisy or distracting environment (e.g., while being bombed or shot at). Absurd: While in melee. Shape-changing - This skill provides a bonus for controlling one’s ability to change form. This skill may be used to prevent the onset of a change, to control one’s bestial nature during such a change, or to initiate a change at will. {SD} Notes: This skill is only available to members of the Beijabar culture who have the talent Bairskuift; and is classified, Restricted for

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anybody else. Every time the character is angry, falls, or is struck a transformation roll must be made. A shape-changer can also concentrate for 1 round and make a transformation roll. Any or all of the Shapechangeing skill bonus can be added to or subtracted from a transformation roll. If the result is positive, the shape-changer takes on (or remains in) human form. Otherwise the shape-changer takes on or remains in beast form. These modifiers apply to the transformation roll: have ta ken hits.............................................................................................. -25 have ta ken a criti cal ..................................................................................... -50 see a frie nd wound ed .................................................................................... -25 see a frie nd killed .......................................................................................... -50 cont rol chang e..............................................................................±skill b onus

If a change is triggered by anything other than a conscious decision, there is a chance that the animals bestial nature will take control. Make a Very Hard Static Manoeuvre Roll on the Self Control Static Manoeuvre Table and add your Shape-change skill bonus. The amount of control the animals nature exerts, is indicated by the percentage result. o% normal animal behaviour, 30% of normal personality (more animal than man) 100% of normal personality, negative results could indicate abnormal animal behaviour). If control has been lost to the beast, it is still possible to exert influence on a per action basis. A roll on the Self Control Static Manoeuvre Table should be made with a difficulty as suggested below. This is modified by adding, the percentage amount of control, the normal personality has. Routine: The human's closest friend/love/lifetime goal is threatened. Light: Aclose friend of the human is in danger. Medium: The beast is hungry. Hard: The beast's interests are in danger of being compromised. This depends on the beast's outlook. Very Hard: The lycanthrope is in danger of being damaged. Extremely Hard: The human's desires contradict those of the beast. Absurd: The lycanthrope is in danger of dying. Special Defenses Skill Category Adrenal Resistance - The Adrenal Resistance skill enhances a character’s inner strength to resist negative modifiers due to pain or wounds. To determine the penalty that can be offset, make an openended roll, adding this skill bonus, and all applicable modifiers. Take the resulting number and refer to the “Extremely Hard” column of the manoeuvre/Movement Table T-4.1, in RMSR. If the result is a number, it can be used to reduce any negative modifiers due to pain from concussion hit loss or wounds by the amount shown. This skill requires a 20% preparation action in the round it is attempted, and the effects last upto an entire hour. Note that the Gamemaster may decide in the case of using this skill to resist pain from extremely serious wounds that there may be a risk of further aggravating the injury. This skill requires a 10% activity action each round it is used, regardless of the amount of negative modifiers from wounds offset. The Adrenal Resistance activity does not count against the threeaction limit in a tactical round. The 10% activity action required for this skill does apply against the 100% activity limit for a given round. {None} [Martial Arts Companion] Technical/Trade • Professional Skill Category Physic - The diagnosis and treatment of the subtler ailments of the body: diseases such as fevers, aches, fluxes and pox, infections, poisoning, pains, growths, troubles of aging and banes of the spirit. Involves examination of the of the body - its look, sounds, smells, humors, winds and excretions. A good diagnosis typically implies a proper treatment, but a second skill check may be needed in obscure cases. There is a special static manouevre table for determining the success of this skill. {Em} [Hands of the Healer] Technical/Trade • Vocational Skill Category

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Apothecary - Adept in the preparation of drugs, herbals, periapts, salves, poultices and balms. The urban variation on the country herbalist, better educated, makes more use of animal humors and mineral salts. The apothecary typically forages for herbs in tomes, gardens and marketplaces. There is a special static manouevre table for determining the success of this skill. {Re} [Hands of the Healer] A list of the more common preparations made with this skill follows:Boiling: The plant part used must be boiled, usually in water. (others require wine, and in rare cases even blood). Care must be exercised, because some herbs only require a brief immersion in boiling fliud, while others mudsst be simmered for hours or even days. The addition of other herbs, in some cases, is required to activate the medicinal virutes of the primary plat. Brewing: This method of preparation differs from boiling in that the herbs are usually cooked for several hours or days until the liquid is reduced to a residue that is given or applied to the person needing treatment. Concentration: Some herbs may be concentrated into paste form. This procedure is extremely common in the manufacture of poisons which may be applied to edged or ppointed weapons. Such paste remains effective for upto 1 week (or until used). If a critical is obtained, the opponent must make an RR or he takes the poison’s effect; if not, the poison is gone. Poison paste may also be added to food or drink, though the chance of detection varies according to a number of factors. Crushing: Many of the healing properties of a plant are locked within its internal structures. Crushing part or all of it, either dried or fresh, releasxes curative agants that may be detected either by smell or taste. Although most of these types of herbs may be crushed in the hand, some require a mortar and pestle. Drying: Most dried herbs are more potent than their fresh counterpartrs and keep for a longer time before losing their virtue. While most should simply be allowed to dry in a cool, dark place, a few exceptions require a low fire. Pressing: This technique is required for the extraction of oils and in cases where a compound is not concentrated enough to elicit a response when the plant is administered while any other form of extraction (such as boil,ling) would destroy the benefical compounds. for this procedurre, a specialized press is usually required. Putrefaction: in this process, the herbs are allowed to decay and breakdown to release and/or allow medicinal compounds to form. The usual form of this type of preperation is a simple compost heap in which other forms of refuse are also piled. In some cases, putrefaction must take place within the corpse of a specific species. Searing: The outer skin of the helpful part of the plant must be seared over an open flame. It undergoes a transformation process during the blackening and may either be used as is, or it will, in some way, bring to maturity the essence of the flesh underneath. Some plants may be seared over any type of open flame, while others must be blackened over a fire built of a certain type of fuel. While most such plants require only a brief exposure to the flames, a few must be thhrown into the fire and retrieved only several hours later when the flames have died down.

OLD SKILLS These are skills found in RMSR (and School of Hard Knocks) and have new uses based on the game setting or have been update/expanded upon in the various Rolemaster Companions. Combat Manoeuvres Skill Category Missile Deflecting - This skill is classified, Restricted. This skill provides a bonus for using the body or a weapon or a shield to deflect or even catch a thrown weapon or missile directed at the user. To determine the effect of such an attempt, roll (openended) and add the Missile Deflecting skill bonus. Then refer to the Manoeuvre/Movement Table (T-4.1) using the “Extremely Hard”

column against thrown weapons or the “Sheer Folly” column against missile weapons. If the result is a number, it is subtracted from the weapon’s attack roll (in addition to the normal DB). If the missile or thrown object misses, the character has a chance of catching the item. Roll d100 (open-ended) and add the modification received earlier from the manoeuvre/Movement Table; if the result is over 100, the item has been caught; if desired. The Missile Deflecting skill requires a 100% activity action. The roll is modified by -20 for each additional missile that the character wishes to try to deflect that round. Resolve each missile attack separately. If the character has a large object that would be useful in parrying missiles the GM may assign a bonus to the attempt (e.g., a shield might give a +20 and a small pot might give a +5 bonus). In the case of a failure result, the character loses the benefit of any DB dur to Quivkness. In the case of aa Extraordinary success, the character is assumed to safely deflect the missiles. {SD} [Martial Arts Companion] Tumbling Evasion - This skill provides a bonus for evading attacks by using tumbling manoeuvres. The skill rank (not the skill rank bonus) is added to the tumblers DB for all other attacks. The Tumbling Evasion manoeuvre is resolved during the round it is actively used and it requires a 60% activity action. You must be unencumbered (no moving manoeuvre penalty) or have any large object in your hands. If the manoeuvre is successful you can position your character anywhere within 10’ of were you started from. If you get an extraordinary success you automatically avoid any one attack directed at you this round (choose before results are rolled). If the manoeuvre fails you lose any DB due to Quickness. {Ag} [Martial Arts Companion] Two-Weapon Fighting - This skill allows a combatant to fight with two weapons simultaneously. he is allowed to make two weapon attacks for each melee attack action, and may engage two opponents providing neither opponent is receiving any positonal combat modifiers for their OB (e.g., if either opponent is receiving a +15 bonus for Flank Attack or a +20 bonus for Rear Attack the attacker would not be able to strike both opponents in the same round). Two Weapon Fighting skills must be developed for each twoweapon combination (e.g., shortsword/handaxe, rapier/dagger, etc.). The OB for each weapon attack is equal to the skill bonus for the Two-Weapon Fighting skill for the combination of those two weapons or one of the individual weapon OBs, whichever is the lesser bonus. Against 1 opponent: There is no negative attack modifier against one opponent. Against 2 Opponents: There is a -20 modification to both attacks. Parrying or Special Attacks: The user must reduce both weapon OBs by the same amount (i.e., the amount of his parry or special attaack). Against one opponent, the user increases his DB by the amount of his parry. Against two opponents, the amount of his parry must be split between the two opponents as the user sees fit. Using the off-hand: The two-weapon combination is developed for a specific weapon and hand combination. For example, a Rogue trained in a rapier/dagger combination might have decided to use the rapier left-handed and the dagger in his right. Switching either weapon to the other hand incurs the normal -20 penalty for using the off-hand for each weapon. {St} [Martial Arts Companion] Communication Skill Category Language - see the discussion on languages latter in this chapter. Lore • Obscure Skill Catgeorgy Undead Lore - This skill provides a bonus for recognizing and identifying the major powers and abilities of Undead, and information pertaining to the Undead.(this skill was previously in the Lore magic skill category) {Me}

Martial Arts • Strikes Skill Category Boxing - The Boxing skill represents using one’s fists to strike at an opponent’s upper body and torso, while protecting oneself from similar blows. This skill uses the Arms Law Martial Arts Strikes Attack Table and maya not exceed the Degree 1 damage threshold. If hard or spiked protective coverings (e.g., the Roman cestus) are worn, use the Degree 2 damage threshold on the Martial Arts Strikes Attack Table. {St} [Mentalism Companion] Martial Arts • Sweeps Skill Category Wrestling - This is the skill of using’s arms and legs to grapple an opponent and immobilize him. Note that it is not normally intended to be injurious to either partner,l though injury may result. This skill may be used to immobilize an opponent who does not wish to be immobilized, but it is assumed that injury is not the intent. Attacks are resolved on the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold. All criticals are resolved as Grappling criticals. If the wrestler’s body size is considerably larger than his opponent’s, he may use the Degree 2 threshold on the Martial Arts Sweeps Attack Table. If the wrestler’s body size is considerably smaller than hi opponents, he suffers a special modifier of -20 to his OB and must use the Degree 1 damage threshold on the Martial Arts Sweeps Attack Table. {SD} [Martial Arts Companion] Special Attacks Skill Category Disarm Foe (Armed) - This skill provides a bonus to remove a foe’s weapon with your weapon. If the disarming skill check is successful, the opponent will drop his weapon. Depending on how successful the character is in his disarming attempt, the Gamemaster may decide to let the player decide where the disarmed weapon will go. To determine the success of the disarming attempt. make a static manoeuvre and add the character’s skill bonus. The opponent’s total usable OB (e.g., his OB before delegating parry or special attacks) with his weapon is taken as a negative modifier to the static manoeuvre. There are four separate skills for the user to develop, representing weapon categories against which a character can be trained: 1-Handed, 2-Handed, Pole Arm and Two-Weapon Combination. {Ag} [Martial Arts Companion] Disarm Foe (Unarmed) - This skill provides a bonus to remove a foe’s weapon while unarmed. If the disarming skill check is successful, the opponent will drop his weapon. Depending on how successful the character is in his disarming attempt, the Gamemaster may decide to let the player decide where the disarmed weapon will go. To determine the success of the disarming attempt. make a static manoeuvre and add the character’s skill bonus. The opponent’s total usable OB (e.g., his OB before delegating parry or special attacks) with his weapon is taken as a negative modifier to the static manoeuvre. There are four separate skills for the user to develop, representing weapon categories against which a character can be trained: 1-Handed, 2-Handed, Pole Arm and Two-Weapon Combination. {Ag} [Martial Arts Companion] Special Defenses Skill Category Adrenal Defense - The Adrenal Defense skill allows the user to avoid attacks with missile or melee weapons during combat. the skill bonus of the defender is added to his DB versus melee attacks Against missile attacks the skill bonus is halved and added to his DB. To use Adrenal Defense, an individual must be aware that he is under attack. in addition, the character must not be wearing armour and can not have any shield or large object in his hands. To represent the division of concentration necessary to avoid multiple attacks targeted at the user in the same round, Adrenal Defense requires 40% activity action in the combat round. This Adrenal Defense activity does count as one of the three allowable actions in a tactical round (this restriction may be negated by using the proper Weapons Style or Martial Arts Style skill). The 40% activity required for Adrenal Defense does apply against the 100% activity limit for the round (this restriction may be lessened

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by using the proper Weapons Style or Martial Arts Style skill). {None} [Martial Arts Companion] Adrenal Toughness - The Adrenal Toughness skill allows the user to toughen his body to withstand blows that would otherwise inflict damage. This skill requires taking a 20% preparation action in the round immediately prior to the use of this skill (or during the snap action phase of the same round). Then the character must make a static manoeuvre modified by the skill bonus. If successful, the individual may reduce the severity of any critical by one during the next round or the remainder of the current round. (in the case of an ‘A’ critical, the critical is modified by -20). In addition, any selfinflicted critical stemming from the individual striking a surface of object with his hand or foot is nullified completely. {None} [Martial Arts Companion] LANGUAGE These languages are available for characters to learn:Adûnaic - This was the language of the Dúnedain of Numenor and is decended from the Sindarin speech spoken by the early Edain. It is the parent tongue of Westron and is still spoken among the noble classes of Gondor, but only very rarely. Related to the Northman tongues, Adûnaic also has vague connections to the speech found amoung Men in the Vales of the Anduin. It is, extremely uncommon and inaccesible, although it is by no means “dead”. Apysaic - The language of the southern Haradrim. The dominant language family in southwestern Endor. Apysaic is associated with the Apysan (pl. “Apysani”) peoples, a group which swept westward through the Ered Harmel in two major migrations. TheApysaic speakers settled in Far harad, in the areas called Hyarn, Elorna, Mirëdor, Drel, and Pel. The second wave of Appysani entered Harad over 1500 years later and came to control Far Harad. Their tongues are more properly referred to as New of Northern Apysaic, since their speech is heavily influenced by Haradaic. Atliduk - Used by the Beijabar this tongue is a derivation of ancient Eriadorian Northman speech. Black Speech - Sauron of Mordor invented Black Speech in the Second Age. While influenced by the Melkorin tongues of Utumno and Angband, it is infused with Eldarin. His fall at the end of the age corresponded to a decline in the usage of his language. It remains a tongue rarely used in its purer form. Only the higher servants of the Dark Lord employ it on an everyday basis. Dialects, however, are rather common, although they are for the most part debased. Certain Orc groups speak variations of black Speech or combinations of Black Speech and Westron. The terrible Olog-hai use it in a relatively proper manner. Blarm - The tongue of the Hillmen of Rhauder. Daenael (Old Dunael) - This language is classified Restricted. The language of the Daen Coentis people. A forgotten culture who were indigenous to what is now central and western Gondor. Dunael - The language of the Dunlendings bears no resemblance to the speech of the Northmen or heirs of the Edain (Rohirric or the Westron speakers). Written Dunael is rare, for a premium is placed on oration and the performing arts. Eothrik - This is a Rhovanion dialect used by the Éothraim. And is the ancestor of Éothirric. Was in use between T.A. 1-1856. Éothirric - A Decendant of the Eothrik language and ancestor to Rohirric and was in use betwwen T.A. 1857-2510. Fornen - The ancient speech of the northmen of Rhovanion. Rohirric and other Northman tongues derive from the language. Gramuik - This is a Rhovanion dialect used by the Gramuz. Haradaic - is the language of the northern Haradrim. Khuzdul - This language is classified Resticted for nonDwarves. Of all the languages of Middle-earth, Khuzdul is probably the most inacessible. Few non-Dwarves ever hear it spoken; fewer still ever learn it. Amoung the Khazâd it is the language of lore and high speech. The Naugrim are careful to use Westron or some other

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mannish dialect when conversing with men or Elves. Khuzdul is a relatively harsh seeming speech marked by throaty words and the frequent use of distinct, drawn out “h” sounds. The construction of words employs a combination of vowels inserted into a base of three “root” consonants. The writings inn Khuzdul are angular and rune-like, since thay are made using the Angerthas Moria, a variant of the Cirth. Kuduk - Or Ancient Hobbitish is related to Pûkael. The early hobbit speech of their pre and early Shire years was actually a dialect of Rhovanion Northman. This was abandoned, however, for the years in the Shire saw a gradual adoption (and modification) of Westron. By the late Third Age Hobbitish has become a peculiar dialect of Westron. There is no record of a distinct hobbit language, and Hobbits have apparently always relied on nearby by Mannish tongues. This adoption of the Common speech is indicative of their subtle adaptability, for the whole of the tribes abandoned the original Kuduk tongue when they migrated out of Rhovanion in the 13th and 14th centuries of the Third Age. Labba - An obscure Aravadorin tongue of the Mornerin branch; is the language of the Lossoth. It is shaped by their culture, so they have no word for certain concepts familiar to other men such as “desert”. On the other hand, they use a thousand differant words for concepts based on snow and ice. There is no written form of this language. Logathig - this is the language of the dorwinrim and easterlings. Nahaiduk - A Rhovanion Northman dialect used by the Woodmen. Orkish - Is not one language or even a language family; rather it is a number of tribal tongues whose common bond is the large shared vocabulary made up of curses. No grammatical structure for Orkish has ever been devised. Instead, orcs speak dialects based on either Westron or Black Speech or both. Some tribes may use a Southron based form. As a result of this diversity, communication between Orc tribes is exceedingly difficult. Pûkael - Is the guteral tongue of the Woses and is alien to the other tongues of men. The Pûkael tongue gave birth to Daenael, the common ancestor of both Dunael and the coastal tongues of Gondor (before the coming of Dúnedain). Having no use for traditional runes or script, the Woses have developed there own system of pictogram signs - most quite simple - which they utilize for the most practical purposes, notably to mark paths or signal their brethren while out in the wood. Quenya - This is a beautiful language marked by fluid, joyous tones and patterns. Developed in the Undying Lands, it may have been affected by the great Vnedainalar themselves. Quenya is spoken in Middle-earth, but only raely in everyday speech. The Ents and the Noldor are the only groups who utilize it in normal converation. It is considered the “first tongue” of the Noldor who confine its use their own environs. Both groups are small and quite elusive. Other Elven groups use it as a language of lore and ceremonies, lending it an almost spiritual quality. Acces to Quenya is quite limited. Rhovaik - Is a Rhovanion Northman dialect, used by the men of Dale and Esgaroth. The so called Urban Northmen. Rohirric - The Rohirrim of Rohan speak a distinct Northman (Foradanin) tongue distantly related to the language of the Edain (which spawned Adûnaic). Both groups are derived from a common source. Rohirric is a relatively unchanged tongue, for the Rohirrim have a very conservative culture, and theirs is a language that closely follows the patterns of their ancient predecessors. Developed in Rhovanion and refined in the Upper Vales of the Anduin, it is more archaic in nature than most other Northman languages. In use from T.A. 2510 onward. Silvan (Bethteur) - The extent of Silvan or “Avarin” dialects spoken in the west is unclear. They certainly predominant among the Elves of northern Rhovanion (specifically in Mirkwwod). it is

clear, though, that the Silvan Elves carried Avarin into the forests and mountains wherever they settled. Of the three branches of Elvish, this is the least “noble” and most varied. Avarin dialects can be nearly as beautiful and melodic as Quenya or nearly as harsh as the Varadja spoken by the Variags. Sindarin - This is the language of the Sindar who also developed the Certar (Q. “runes”), or “Cirth”. Sindarin has had a heavy influence on mannish speech, particularly that of northern groups, and their heirs notably the Dúnedain. It is spoken by most Eldar (Non-Silvan Elves) as a first or second tongue (the Noldor of Lindon and Lórien still favour Quenya), and is known to much of the aristocracy/rolalty in Gondor. Westron uses a number of Sindarin words directly or via Adúnaic influence, and Sindarin lore is prevalent in much of the cultures associated with Westron. It is the most accesible Elven language. Tazinain - This is the language spoken in the area of Middleearth known as Greater Harad. Umitic - is the language of the Umli. Varadja - The language of the Variags. Waildyth - Used by the Beijabar is a system of nature signals which can be used to speak over long distances without betraying one’s presence, since the sounds are merely variations on the noises of the wild - beasts, the wind, and the like. There is no written form of this language. Westron - Also called “common speech” Westron is spoken by almost every mannish group in the west. Where a number of different races meet in council or to discuss affairs Westron is employed as a common ground. Westron is actually a mixture of debased Adûnaic and various Endorian dialects. While it incorporates numerous Sindarin, Northman, and Southron influences, Adûnaic provides most of the vocabulary.

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CONCERNING MAGIC Middle-earth has unique ties too the Undying Lands which created a potential for the appearance and use of significant power (magic). Such power manifested itself on a massive scale in the First Age, and to a lesser, but significant degree, in the Second Age. By the time of the late Third Age, it was quite subtle - except in the cases of Dragons, the Balrog, Saruman and (of course) Sauron. This low key approach to the utilizatrion of great power was a factor relating to the nature of those possessing the gift. The Valar laid down their direct guardianship of Middle-earth in stages - at the end of the First Age and with the downfall of Númenor. They still kept watch and intervened in the Third Age by sending the Istari (Wizards), beings who ythemselves had great power. The Istari, like their masters, did not use force unless it was absolutely necessary to combat Darkness, and then only to the degree needed. As a result of this approach, they appeared to be much weaker than they really were. The other masters of magic in Middle-earth employed their abilities in relative secret. Men and Hobbits were not great freinds of spells and often were unaware of their usage outside of fairy tales and legends. This created and atmosphere where magical occurances were rarely seen and often became merged or confused with natural events.

THE DANGERS OF MAGIC USE Magic users are relatively rare, although most folk have some “magic” in them, and open displays of power are still rarer. Elves certainly employ magic in daily life, and Dwarves use spells for a variety of reasons, even for producing wondrous toys. Nonethless, such enchanting skills are not necessarily the norm. Among Hobbits magic is considered the stuff of legends. Many Men often feel the same way; indeed some have never even heard of the use of magic. There are two principal dangers that help restrain the use of magic in the Third Age. The first of these, and the most obvious, is the Shadow of Sauron of Mordor - drawing the attention of the Lidless Eye has led to the downfall of many a spell caster. The other danger is the corrupting influence of the use of significant magic for “non-pure” goals. Unless a spell is cast for the purpose of combatting Darkness or maintaining the “Ballance”, there is a chance thet the caster will be corrupted, “drawn towards darkness”. This is what happened to Saruman - he used too many spells, too often. SPELL LIST AVAILABILITY The knowledge and use of magic has declined as the Ages of the world have passed. During the First Age Spell Lists are known to 50th level; from the beginning of the Second Age to the mid-Second Age Spell lists are known to 30th level; from the mid-Second Age to the end of the Second Age Spell Lists are known to 25th level; during the early Third Age (T.A. 1 - 1007) Spell lists are known to 20th level; during the mid-Third Age (1007 - 2014) Spells lists are known to 10th level; by the late Third Age (2014 - 3021) Spell Lists are only known to 5th level; in the Forth Age the knowledge of magic almost passes away. Not all cultures are affected in the same way by the loss of magical knowledge: The Elves retain the knowledge of 50th level spells; they just get extremely caustious about what they teach new students and they never instuct non-Elves in magic. Thus the restriction in Spell List level should be kept and may be relaxed as the GM desires. Drughu retain their limited magical knowledge to 50th level but don’t teach outsiders. Dwarves retain their limited magical knowledge to 50th level but don’t teach non-Dwarves. Hillmen have knowledge of base list up to 8th level and other

spell lists upto 5th level. Only the Base Spell Lists of the allowed professions, open and closed spell lists from Spell Law are available. The evil spell lists from Spell Law are available for those who wish to walk on the dark side. The Arcane realm is not used in Middle-earth; therefore none of the Arcane spell lists can be taken.

RISK FACTORS One of the primary reasons for the subtle and secret use of magic is the presence of Sauron in Mordor in the Third Age. Sauron is not one to restrain himself when he deems it necessary to act with great authority. He does act cautiously ans quoetly, especially when nursing himself after a great defeat, but he is capable of unbridled explosions. Those who live under his eye are particularly careful not to cause attention to be brought upon themselves. This feeling may contribute to the restraint found in those who possess the ability to wield spells. To be sure, some are weary or concerned about upsetting the balance of things, but most are doubtlessly afraid of attracting the attention of the Dark Lord or his minions. Still others died at the hands of Sauron or othters of power; for the bold and those with power often dare to combat those most dangerous. The danger that Sauron and his minions present to spell casters is reflected by “risk factors”. Each spell has a risk factor which reflects the potential of drawing the attention of Sauron or his servants. Each time a character casts a spell, the GM should make an open-ended roll and add the risk factor for the spell’s type and the Age Modifier for the Age in which the campaign takes place. The risk factor can be determined from the Risk Factor Section on the Spell Use Risk Chart by cross-indexing the spell’s type and the “activity level of the great evil”. Spell Use Risk Roll = open-ended roll + Risk Factor + Age modifier If the modified result is 100 or more, some sort of “Evil-force” has noticed the casting of the spell. A second roll must be made on the Spell Use Risk Chart. Otherwise, nothing unusual happens. The results on the Spell Use Risk Chart are guidelines to help a GM determine the consequences of the spell being noticed. The GM should modify the results to reflect the specific area and circumstances.

CORRUPTION Whenever a spell failure occurs there is a chance that the spell caster will be partially corrupted and “drawn towards the darkness”. The spell failure is resolved normally, CORRUP TION POINT CHART and the same roll is SPELL TYPE Roll BE/DE E/F P U I ap pl ied t o th e Corruption Point 01-60 0 0 0 0 0 Chart to determine 61-65 1 0 0 0 0 how m any 66-75 2 1 0 0 0 Corruption Points 76-85 6 2 1 0 0 (CPs) th e spell 86-100 8 6 2 1 0 caster the spell 101-150 10 8 2 1 0 caster receives. 151-175 12 10 3 1 0 When this happens, 176-190 14 12 3 2 1 the spell caster is 191-200 16 13 4 2 1 allowed to make a 201-300 18 14 4 3 1 Res istance Roll 301+ 20 15 5 3 1 against Essence (the attack level is the

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level of the spell being cast). If this RR is successful, only half (round down) of the CPs are received; otherwise, all of the CPs are received. A GM should not appply CPs if an appropriate spell was cast for “pure” goals (i.e.; directly working against or fighting evil, protecting the weak and helpless, healing the sick and injured, etc.).

The key word here is appropriate. For example, a Fire Bolt is not appropriate to use on a bully or a thief but a Sleep spell might be. A GM may also want to have “evil” items give Corruption Points when they are used. The origins of any item are very important, even innocent spell adders and multipliers-if an item was made by the “great evil” or one of his minions, its use will affect the

S PELL USE RISK CHART

Age Modifier Early Third Age Middle Third Age Late Third Age Forth Age

Roll ÿ05 06-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 101-150 151-200 201+

Haven nothing nothing nothing nothing nothing nothing nothing Sighting Sighting Spotting Spotting Kidnapping Assassin

Civilized/ Urban nothing nothing Sighting Sighting Sigthing Spotting Spotting Ambush Kidnapping Assassin Kidnapping Assassin Special

-15 +0 +25 -25

Civilized/ Rural nothing nothing nothing Sighting Sighting Spotting Spotting Creature Ambush Assassin Kidnapping Assassin Special

AREA TYPE Examples are from the Late Third Age Haven: An area completely clear any overt Shadowforces (e.g., Rivendell, Lorien, the Grey HAvens, Edhellond, etc.). Hidden agents and traitors may still be present. Civilized/Urban: A city or town in a region relatively free of Shadow-forces (e.g., Minas Tirith, Dol Amroth, Pelargir, etc.). Civilized/Rural: The countryside in a region relatively free of Shadow-forces (e.g., the Shire, Southern Gondor, etc.). Border/Urban: A city or town in a less civilized region on the borders of the wild or the border of Sauronic territory (e.g., Tharbad, Lake-town, Bree, Edoras, etc.,). Border/Rural: The countryside in a less civilized region on the border of the wild ot the border of Sauronic territory (e.g., Rohan, Western Gondor, the Iron Hills, Northeatern Mirkwood, etc.). Wilds: Sparesely populated, uncivilized regions that cover most of Northwestern Middle-earth in the Third Age (e.g., Old Pukel-land). Shadow-lands: A region with some active Shadowfirces and settlements (e.g., Moria, Southern Mordor, Southern Mirkwood, Near Harad, etc.). Shadow-holds: A region with a heavy concentration of Shadow-forces and settlements (e.g., Angmar, Dol Guldur, Gorgoroth, etc.).

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Spell Type BE DE E F P U I AREA TYPE Border/ Urban nothing Sighting Sighting Spotting Spotting Spotting Ambush Kidnapping Kidnapping Assassin Kidnapping Assassin Special

RISK FACTOR SECTION ACITIVITYLEVEL OF EVIL-FORCES Low Medium High Very High +25 +35 +50 +75 +15 +25 +40 +65 +0 +10 +25 +50 -5 +5 +20 +45 -15 -5 +10 +35 -20 -10 +5 +30 -25 -15 +0 +25

Border/ Rural nothing nothing Sighting Sighting Spotting Spotting Creature Creature Ambush Patrol Assassin Special Special

Wilds nothing nothing nothing Sighting Spotting Creature Creature Creature Creature Ambush Patrol Special Special

Shadow Lands nothing Sighting Spotting Spotting Creature Creature Patrol Patrol Ambush Army Unit Special Special Special

Shadow Holds Sighting Spotting Creature Creature Patrol Patrol Ambush Army Unit Army Unit Special Special Special Special

RESULTS Sighting: Any evil forces in the area are aware of the fact that a spell has been cast as well as the general direction to the spell caster. This can lead to a “pursuit” situation (or “hue and cry” in Shadow Lands or Shadow Holds). See RMSR Section 30.2. Spotting: Includes the effects of a “Sighting” plus at least one evil force knows the exact direction and approximate distance to the spell caster. Creature: An evil creature in the vicinity senses the spell and begins to persue, stalk, attack, or ambush the spell caster. Patrol: Includes the effects of a “Spotting” plus at least one organized evil patrol begins to persue, stalk, attack, or ambush the spell caster. Ambush: Includes the effects of a “Spotting” plus at least one evil force is in position to attempt to set up an ambush. Army Unit: Includes the effects of a “Patrol” plus at least one large, organized eveil force is in position to directly attack the spell caster. Kidnapping: Includes the effects of a “Spotting” plus at least one of the Evil forces sensing the spell will attempt to kidnap the spell caster. Assassin: Includes the effects of a “Spotting” plus at least one of the evil forces sensing the spell is an evil assassin, who will attempt to assassinate the spell caster. Special: Includes the effects of a “Spotting” plus at least one of the nearby evil forces sensing the spell is a very powerful evil agant or lieutenant; perhaps even a powerful spell caster and his retinue.

user negatively even if only in a minor way. In this case, each time a character uses an evil item, he must make an RR against Essence (the attack level is 10). If this RR is successful, no CPs are received; otherwise one CP is received. Certain very powerful asrtifacts may give more than one CP when this RR results in failure. Note: A GM my wish to use a RR against the realm of power of the spell being cast. The GM should keep track of each character’s CP total as play progresses. Each character’s CP total normally starts at zero, and increases through spell failure and using evil items. A GM may also want to assign CPs for particularly evel acts by characters. A GM may wish to allow certain rituals at certain places to “cleanse” (i.e., remove) CPs from characters. In general, a character’s CPs reflect his tendency towards evil. On this scale, a total of zero indicates an “innocent” and a 100+ indicates a totally evil being. The effects of Corruption Points is up to the GM and the player of the corrupt character, but we suggest the following:

armour, metal helmets or metal greaves may be worn when casting channeling spells.

MENTALISM By using the very personnel power locked within themselves, Mentalism users are able to channel the power of Essence through their own mental corridors; thus, manipulating and bending the reality that surrounds them. In a sense, they act as very minute imitations of the Valar, giving power not to others, but retaining it and directing its manipulation. They are masters of the Essence within themselves. Because they have to retain the power within themselves, they have to work within the limitations of their worldly bodies, their own senses and perceptions. Rarely are they able to direct their spells beyond themselves or one target. Any head covering interferes with their gathering of power, so wearing helmets will interfere with the casting of mentalism spells.

• If the character is faced with temptation, the GM may make an open-ended roll and add the character’s CP total and subtract three times his Self Discipline stat bonus. A result of 100+ means that the character must give in to the temptation. • If the character is in the presence of an “evil being” who commands the character to do something, the character must make an Essence RR modified by subtracting his CP total and adding his Self Discipline stat bonus times three (use the evil being’s level for the attack level). Failure means that the character must obey the evil being’s command. A RR should be made for each such command. During a given day, each RR is modified by an additional +5 for every such RR already made that day (e.g., the sixth RR against evil commands made on a given day would have a +25 RR modification).

ESSENCE The essence realm utilizes the power that exsists in everyone and everything of and in Arda and, in particular, Middle-earth. Essence in Middle-earth has its source in the Song (The Ainulindalë) which created Arda and the order of things. A character who casts spells of the Essence taps this power, molds it, and diverts it into his spells. Most of the truly powerful Essence spells spells deal with forces elemental in nature: fire, earth, water, wind, light, cold, etc. The more inert material that is on the person of someone casting Essence spells, the more difficult it becomes to manipultate essence. Thus, when casting or using essence spells, no armour, greaves or helmet may be worn

CHANNELING The Valar are the offspring of Eru (God) who came to Arda to fulfill The Song. The Channeling reallm utilizes the power of the Valar as channeled through characters casting spells. Since the Valar are not part of the Song (they helped to develop part of the Song, and Morgoth corrupted part of it), Channeling is independant of the Essence. A character casting channeling spells draws directly from the power of one or more of the Valar, Even though this does not “usually” require the conscoius cooperation of the Valar involved. Thus spells of this realm do not necessarrily reflect the nature of the Valar as long as the spells are relarively subtle and low level (e.g., healing, detection, etc.). More powerful and higher level spells might require active consent of the Valar - the Valar include Morgoth, so evil Channeling spells may be cast if the power comes from him. Metal interferes with drawing power from the Valar, so no metal

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ECONOMICS Only in the largest cities of Middle-earth (e.g., Minas Tirith, Minas Ithil, Tharbad, Annúminas, Fornost) is the exchange of coinage for goods usual and commonplace. In the rural lands of Arnor and Gondor, among different cultures (the Woodmen and the Woses, to name but two), and in the havens of the immortal Eldar, different ways of distributing wealth are used. Note: In Middle- earth, a coin is a spe cific measure of a prec ious metal rather than a sy mbol of a government’s promise to re deem the coin ( its materials generally worth little) with some thing of value (often gold or silver) T hus the coins of long fallen kingdoms (such as Núme nor) have value ce nturies or millennia after the authorities that minted them cease d to exist.

Barter is the most widespread commercial system employed in Middle-earth Goods are exchanged for goods. A Woodman herbalist trades her healing salves for a woollen cloak. An Eriadorian shepherd swaps his bale of wool for a sack of wheat berries. A Lossoth hunter gives a fresh polar bear carcass for a reindeer trained to pull his sleigh. Even in areas where coinage is typically used, people frequently engage in barter-based exchanges. The reverse, however - coin given in places where barter rules supreme - is not always possible. The degree of isolation is the key element determining the outcome. Isolated societies that don’t use coinage have little use for it. Consider the Easterling warrior offered gold for one of his fine horses. The horse can run beside him as he rides his nomadic circuit, but the gold is heavy and would have to be carried. The horse, as part of a herd, might gain him a beautiful wife-or alone might be exchanged for a kingly tent. The gold could be traded for nothing owned by the members of his tribe. And he encounters a Gondorian or a Dorwinadan (who probably has little he wishes to acquire anyway) perhaps once every decade. Of course he will not accept coins from a travelling adventurer! Note: N ot all nomadic soc ie tie s e sc hew coinage . T he Easterlings- raiders who measure wealth in horseflesh-do so. Howe ver, nomadic trade rs suc h as the Haradrim, find coins, gems, and jewelry to be the compac t way to transport wealth.

The other predominant method for distributing wealth rests upon ties of kinship and sovereign obligation. In this system, a lord is required by law or by tradition to supply his vassals with certain commodities-typically food, shelter, clothing, tools, and weaponsfor the vassal’s family and dependents. In turn, the vassal provides a portion of these items to retainers and their families who have pledged fealty to him and to his lord. Typically, within this “hierocratic system,” a retainer or vassal who performs a deed of great courage (or celebrates an event of strong portent) may receive gifts from the lord in commemoration of it. Gems, jewellery, fine garments or furnishings, land, a manor, a high-courage steed, the right to hold oaths from more retainersthese are examples of such presents. Most of the societies and cultures of Middle-earth employ a unique mixture of the three major systems of exchange. The Eldar use the hierocratic system in its purest form. The Dúnedain, heavily influenced by the Elves, mix it with free markets based coinage. The Woses rely exclusively on barter to effect exchanges. The chart below provides specifics.

Dwarves - limited hierocratic exchange (the King to his vassals); widespread free market based on coinage; barter is rare. Umli - limited hierocratic exchange; exclusively barter otherwise. Eldar - exclusively hierocratic exchange (Lord to vassal to retainer); guests from other cultures must be supported by gifts, until they depart or(rarely) are allowed to pledge fealty. Avari - varies along a spectrum with hierocratic exchange at one end and barter at the other; coinage-based free markets are very rare. Hobbits - limited hierocratic exchange (King of Arnor to the Thane); extensive free market based on coinage; some barter. Beornings - largely hierocratic exchange; some barter; in the Third Age, after the Quest of Erebor, Beorning Lords accepted coinage from travellers. Black Númenóreans - very limited, largely symbolic, hierocratic exchange (among the highest nobles); widespread coinagebased free market; some barter. Corsairs - predominant hierocratic exchange; large, supplemental coinage-based free market; some barter. Dorwinrim - coinage-based free market and extensive barter. Dúnedain - predominant hierocratic exchange; large, supplemental coinage-based free market; considerable barter. Dunlendings - limited hierocratic exchange (typically just shelter and food); widespread barter; limited amounts of coinage accepted from outsiders by all but isolated tribes. Easterlings - varies by tribe; in general, exclusively barter; coinage not accepted. Eriadorans - widespread barter; limited hierocratic exchange ( Arnorian vassals to retainers); some coinage used in villages. Gondorians - widespread coinage-based free market; limited hierocratic exchange (Gondorian vassals to retainers); some barter. Haradrim - limited hierocratic exchange (division of booty after raids); widespread free market based on gold jewellery; coinage accepted. Lossoth - exclusively barter. Rohirrim - limited hierocratic exchange (patriarch to his family; weaponry and war gear guarantied by the King to his Marshalls and their troops); widespread free market based on silver coinage; widespread barter. Variags - +exclusively barter; coinage not accepted; limited hierocratic exchange (division of spoils after raids). Woodmen - exclusively barter; some coinage accepted. Woses - exclusively barter; coinage not accepted. Orcs - pre-dominant hierocratic exchange (Orc-lord or Sauron to his minions); supplemented with stealing by violence or by stealth; coinage accepted willingly. Wild Trolls - no system of voluntary exchange; all accomplished by stealing-using violence or stealth Black Trolls - pre-dominant hierocratic exchange (Sauron to his minions); supplemented with stealing by violence or by stealth; coinage accepted willingly but not truly understood. Half-trolls - pre-dominant hierocratic exchange (Sauron to his minions); supplemented with stealing by violence or by stealth; coinage accepted and valued as among civilized mannish societies.

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SPELL LISTS DRUGHU OPEN CHANNELLING LIST

TATTOO CRAFTS Lvl 1 2 3 4 5

Spell Make Tattoo Tattoo I Imbed Tattoo I Tattoo II Imbed Tattoo II

Area Of Effect Duration 1 tattoo 24 hrs 1 tattoo 24 hrs 1 tattoo 24 hrs 1 tattoo 24 hrs 1 tattoo 24 hrs

Range self self self self self

Type F F F F F

6 7 8 9 10

General Tattoo I Daily Tattoo I Tattoo IV Imbed Tattoo IV General Tattoo II

1 tattoo 1 tattoo 1 tattoo 1 tattoo 1 tattoo

24 hrs 24 hrs 24 hrs 24 hrs 24 hrs

self self self self self

F F F F F

11 12 13 14 15

Constant Tattoo II Daily Tattoo III Tattoo VI Imbed Tattoo VI General Tattoo III

1 tattoo 1 tattoo 1 tattoo 1 tattoo 1 tattoo

24 hrs 24 hrs 24 hrs 24 hrs 24 hrs

self self self self self

F F F F F

16 17 18 19 20

Daily Tattoo V Tattoo VIII Imbed Tattoo VIII Make Tattoo True Tattoo X

1 tattoo 1 tattoo 1 tattoo 1 tattoo 1 tattoo

24 hrs 24 hrs 24 hrs 24 hrs 24 hrs

self self self self self

F F F F F

25 35 50

Imbed Tattoo X General Tattoo IV Constant Tattoo X

1 tattoo 1 tattoo 1 tattoo

24 hrs 24 hrs 24 hrs

self self self

F F F

TATTOO CRAFTS 1 Make Tattoo - Allows caster to flawlessly create a tattoo on nonmagical flesh. All required tools and material must be present. The time to work the material is halved. 2 Tattoo I - Allows the caster to enchant a tattoo so that it can have a 1st level spell imbedded in it. 3 Imbed Tattoo I - Allows the caster to imbed a 1st level channelling spell into a tattoo. 4 Tattoo II - As Tattoo I, except up to a 2nd level spell can be imbedded. 5 Imbed Tattoo II - As Imbed Tattoo I, except 1st to 2nd level spells can be imbedded. 6 General Tattoo I - Allows the caster to enchant a tattoo so it can have a Class I bonus. 7 Daily Tattoo I - Allows caster to imbed a 1st level Channelling spell (using an Imbed spell) that can be cast once per day. 8 Tattoo IV - As Tattoo I, except up to a 4th level spell can be imbedded. 9 Imbed Tattoo IV - As Imbed Tattoo I, except 1st to 4th level spells can be imbedded. 10 General Tattoo II - As General Tattoo I, except tattoos can be enchanted with a Class II bonus. 11 Constant Tattoo II - Allows a spell of 1st to 2nd level to be imbebbed (using an imbed spell) so that it either functions constantly or ‘at will’. 12 Daily Tattoo III - As Daily Tattoo I, except 1st to 3rd level spells can be imbedded; a 1st level spell could be cast 3 times per day; a 2nd or 3rd, once per day. 13 Tattoo VI - As Tattoo I, except up to a 6th level spell can be imbedded. 14 Imbed Tattoo VI - As Imbed Tattoo I, except 1st to 6th level spells can be imbedded. 15 General Tattoo III - As General Tattoo I, except tattoos can be

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enchanted with a Class II bonus. 16 Daily Tattoo V - As Daily Tattoo I, except 1st to 5th level spells can be imbedded; a 1st level spell could be cast 5 times per day; a 2nd or 3rd 2x/day; a 4th or 5th, once per day. 17 Tattoo VIII - As Tattoo I, except up to an 8th level spell can be imbedded. 18 Imbed Tattoo VIII - As Imbed Tattoo I, except 1st to 8th level spells can be imbedded. 19 Make Tattoo True - Allows caster to flawlessly create a tattoo on magical flesh. All required tools and material must be present. The time to work the material is halved. 20 Tattoo X - As Tattoo I, except up to a 10th level spell can be imbedded. 25 Imbed Tattoo X - As Imbed Tattoo I, except 1st to 10th level spells can be imbedded. 35 General Tattoo IV - As General Tattoo I, except a tattoo can be enchanted with a Class IV bonus. 50 Constant Tattoo X- As Constant Tattoo II, except 1st to 10th level spells can be to be imbebbed. SPECIAL NOTES

1) This list only imbeds spells from the channelling realm. 2) A magical tattoo must be a minimum size of 1” x 1”. There is no limit on the maximum size (except the obvious one). Or how detailed the design has to be. 3) Magical tattoos can not cross each other and only one enchanted ability can be placed in each tattoo. 4) A maximum of 13 magical tattoos can be placed on one individual. 5) General tattoo spells can be used to either add a bonus to a skill or skill category, a figured ability (Resistance Rolls, etc), create adders or create multipliers. The caster must specify what the effect of the General Tattoo spell must be before tattoo creation begins, Use the table below to determine the exact amount of the bonus. 6) To enchant a tattoo with a bonus to a skill or skill category the spell caster must have personnel knowledge of that skill. With a skill bonus at least twice that of the bonus being enchanted. 7) The list uses the normal rules for magic item creation as detailed in the Treasure Companion™. Thou the actual cost required to create ink and/or needles from special and difficult to obtain ingredients should probably be waived (GM decision). After all the Drúghu creating the tatttoos would spend time finding and collecting his own ingredients.

Table missing place here.

CHANNELLING ALCHEMIST BASE LIST

DWARVEN INORGANIC SKILLS Lvl 1 2 3 4 5

Spell Work Stone Work Metal Work Alloy Work Ang Work Borang

Area Of Effect Duration cast 24 hrs caster 24 hrs caster 24 hrs caster 24 hrs caster 24 hrs

Range self self self self self

Type F F F F F

6 7 8 9 10

Make Alloy Work Celebrang Make Steel Work Ardarcer Work Tasarang

caster caster caster caster caster

24 hrs 24 hrs 24 hrs 24 hrs 24 hrs

self self self self self

F F F F F

11 12 13 14 15

Work Gems tone Work Ogamu r

caster caster

24 hrs 24hrs

self self

F F

Work Mithril

caster

24 hrs

self

F

16 17 18 19 20

Work Ithilnaur Work Ithildin

caster caster

24 hrs 24 hrs

self self

F F

Work Laen

caster

24 hrs

self

F

25 30 50

Work Eog

caster

24 hrs

self

F

Make/Work

caster

24 hrs

self

F

12 Work Ogamur - As Work Stone, except the enchanted metal Ogamur can be worked. 15 Work Mithril - As Work Stone, except the enchanted metal Mithril can be worked. Items created with the metals from this spell have a bonus of +20. 16 Work Ithilnaur - As Work Stone, except the enchanted alloy Ithilnaur can be worked. Items created with the metals from this spell have a bonus of +20. 17 Work Ithildin - As Work Stone, except the enchanted alloy Ithildin can be worked. 20 Work Laen - As Work Stone, except the enchanted glass Laen can be worked. Items created with the glass from this spell have a bonus of +25. 25 Work Eog - As Work Stone, except the enchanted alloy Eog can be worked. Items created with the metals from this spell have a bonus of +30. 50 Make/Work - Allows the caster to make and work any metal, alloy, or inorganic material. SPECIAL NOTES 1) The spells manipulating material for non-magic weapons can also be used to make other non-magic objects where strength and durability are essential (usually armour and shields). 2) The bonuses gained to items made using this list are because of the material used. And are not magical in nature. To give items magical bonuses, other spell lists are needed. 3) This spell list is only available to Dwarven Alchemists.

DWARVEN INORGANIC SKILLS 1 Work Stone - Allows caster to flawlessly work non-magical stone, creating items with a -50 to +0 bonus (in combat). All required tools and materials must be present. The time required to work stone is halved. 2 Work Metal - As Work Stone, except non-magical metals such as Paer (copper), Alcam (tin), Magasting (lead), etc., can be worked. This spell does not allow the working of hard iron. Items created with the metals from this spell have bonuses that range from -30 to -10. 3 Work Alloy - As Work Stone, except non-magical alloys such as Gulinion (brass), Evyth (bronze), Monel (pewter), etc., (but not iron alloys) can be worked. Items created with the metals from this spell have bonuses that range from -15 to +0 4 Work Ang - As Work Stone, except non-magical Ang (hard iron) can be worked. Items created with the metals from this spell have a bonus of +0. 5 Work Borang - As Work Stone, except non-magical Borang (low-carbon steel) can be worked. Items created with the metals from this spell have a bonus of +5. 6 Make Alloy - For the duration of this spell, the caster can make alloys from raw materials (but not steel from iron). The amount of the alloy that can be made depends on the available supplies and equipment. 7 Work Celebrang - As Work Stone, except non-magical Celebrang (high-carbon steel) can be worked. Items created with the metals from this spell have a bonus of +10. 8 Make Steel - For the duration of this spell, the caster can make steel from iron. the amount of steel that can be made depends on the available supplies and equipment. 9 Work Adarcer - As Work Stone, except non-magical Adarcer can be worked. Items created with the metals from this spell have a bonus of +15. 10 Work Tasarang - As Work Stone, except the enchanted metal Tasarang can be worked. 11 Work Gemstone - As Work Stone, except non-magical gemstones can be worked.

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CHANNELLING ALCHEMIST BASE LIST

DWARVEN ARMOUR Lvl 1 2 3 4 5

Spell

Area Of Effect Duration

Range

Type

Shield* Shield Defense I Armour Defense I Armour I

caster caster caster caster

1 min/lvl 1 min/lvl 1 min/lvl 24 hrs

self self self self

U U U F

6 7 8 9 10

Enchant Cloth I Shield Defense II Armour Defense II Armour II Enchant Cloth II

caster caster caster caster cater

1 min/lvl 1 min/lvl 1 min/lvl 24 hrs 1 min/lvl

self self self self self

U U U F U

11 12 13 14 15

Shield Defense III Armour Defense III

caster caster

1 min/lvl 1 min/lvl

self self

U U

Armour III Shield Defense IV

caster caster

24 hrs 1 min/lvl

self self

F U

16 17 18 19 20

Armour Defense IV

caster

1 min/lvl

self

U

Enchant Cloth III Shield Defense True Armour Defense True

caster caster caster

1 min/lvl 1 min/lvl 1 min/lvl

self self self

U U U

25 30 50

Enchant Cloth IV Armour IV Mystical Armour

caster self Caster

1 min/lvl 24 hrs 1 min/lvl

self self self

U F U

DWARVEN ARMOUR 2 Shield - Creates an invisible force shield in front of the caster. This functions as a normal shield (subtracting 25 from appropriate attacks, etc.), except it does not occupy a hand. This spell can not be combined with a real shield. 3 Shield Defense I - Caster’s shield DB is improved by +5. 4 Armour Defense I - Caster’s armour DB is improved by +5. 5 Armour I - Allows the caster to enchant armour and shields giving them a +5 magical bonus or a +10 bonus versus a general group such as Elves, Great Drakes, etc. The armour must have a +0 nonmagical bonus to begin with due to material composition. 6 Enchant Cloth I - The caster’s clothing (AT 1 or AT 2) is enchanted to protect as AT 4. 7 Shield Defense II - As Shield Defense I, except the bonus is +10. 8 Armour Defense II - As Armour Defense, except the bonus is +10. 9 Armour II - As Armour I, except armour and shields can be enchanted with a +10 magical bonus or a +15 bonus versus a general group such as Elves, Great Drakes, etc. The armour must have a +5 non-magical bonus to begin with due to material composition. 10 Enchant Cloth II - As Enchant Cloth I, except the spell protects as AT8. 11 Shield Defense III - As Shield Defense I, except the bonus is +15. 12 Armour Defense III - As Armour Defense, except the bonus is +15. 14 Armour III - As Armour I, except armour and shields can be enchanted with a +15 magical bonus or a +20 bonus versus a general group such as Elves, Great Drakes, etc. The armour must have a +10 non-magical bonus to begin with due to material composition. 15 Shield Defense IV - As Shield Defense I, except the bonus is +20. 16 Armour Defense IV - As Armour Defense, except the bonus is +20. 18 Enchant Cloth III - As Enchant Cloth I, except the spell protects as AT16. 19 Shield Defense True - As Shield Defense I, except the bonus is

210

+25. 20 Armour Defense True - As Armour Defense, except the bonus is +25. 25 Enchant Cloth IV - As Enchant Cloth I, except the spell protects as AT 20. 30 Armour IV - As Armour I, except armour and shields can be enchanted with a +20 magical bonus or a +25 bonus versus a general group such as Elves, Great Drakes, etc. The armour must have a +15 non-magical bonus to begin with due to material composition. 50 Mystical Armour - Enchants the caster’s armour, to reduce any critcal strike made against it by one level of severity. `A` criticals have a special modifier of -25 to the roll. SPECIAL NOTES 1) Special enchanted abilities that can be produced using the spells on this list can be found in Treasure Companion Section .4. Enchanted Abilities can be placed inh items even if they lack the material strength requirements necessary for the Armour spells on this list. 2) Armour spells on this list can create either a magical item with a bonus against all combatants or a limited, but greater bonus against a particular group. Generally, the limited bonus is applied as a second enchanted ability after the general plus has been given to the item, though this need not be the case. These bonuses are not cumulative. The weilder or wearer gets the best of the two bonuses if both are present in the item. 3) Enchanted Armour is considered to be superior in design, and thus, the Armour penalties are reduced by 10. Armour penalties cannot be reduced below 0. Enchanted Armour normallt made with a .85 weight reduction. This reduction is applied after the minus 10 for superior design.

GENERAL ALCHEMIST BASE LIST

ELVEN INORGANIC SKILLS Lvl 1 2 3 4 5

Spell Work Stone Work Metal Work Alloy Work Ang Work Borang

Area Of Effect Duration caster 24 hrs caster 24 hrs caster 24 hrs caster 24 hrs caster 24 hrs

Range self self self self self

Type F F F F F

6 7 8 9 10

Work Glas s Work Arborang Make Alloy Work Mithin Work Tasarang

caster caster caster caster caster

24 hrs 24 hrs 24 hrs 24 hrs 24 hrs

self self self self self

F F F F F

11 12 13 14 15

Work Gems tone

caster

24 hrs

self

F

Work Mithglin

caster

24 hrs

self

F

Work Mithril

caster

24 hrs

self

F

16 17 18 19 20

Work Ithilnaur Work Ithildin

caster caster

24 hrs 24 hrs

self self

F F

Work Laen

caster

24 hrs

self

F

25 35 50

Work Eog Work Galvorn Make/Work

caster caster caster

24 hrs 24 hrs 24 hrs

self self self

F F F

ELVEN INORGANIC SKILLS 1 Work Stone - Allows caster to flawlessly work non-magical stone, creating items with a -50 to +0 bonus (in combat). All required tools and materials must be present. The time required to work stone is halved. 2 Work Metal - As Work Stone, except non-magical metals such as Paer (copper), Alcam (tin), Magasting (lead), etc., can be worked. This spell does not allow the working of hard iron. Items created with the metals from this spell have bonuses that range from -30 to -10. 3 Work Alloy - As Work Stone, except non-magical alloys such as Gulinion (brass), Evyth (bronze), Monel (pewter), etc., (but not iron alloys) can be worked. Items created with the metals from this spell have bonuses that range from -15 to +0. 4 Work Ang - As Work Stone, except non-magical Ang (hard iron) can be worked. Items created with the metals from this spell have a bonus of +0. 5 Work Borang - As Work Stone, except non-magical Borang (low-carbon steel) can be worked. Items created with the metals from this spell have a bonus of +5 (Borang). 6 Work Glass - As Work Stone, except non-magical Glass can be worked.Items created with the glass from this spell have bonuses that range from -50 to +10. 7 Work Arborang - As Work Stone, except non-magical Arborang (high-carbon steel) can be worked. Items created with the metals from this spell have a bonus of +10. 8 Make Alloy - For the duration of this spell, the caster can make alloys from raw materials, including steel from iron. The amount of the alloy that can be made depends on the available supplies and equipment. 9 Work Mithlin - As Work Stone, except non-magical Mithlin can be worked. Items created with the metals from this spell have a bonus of +15. 10 Work Tasarang - As Work Stone, except the enchanted metal Tasarang can be worked. 11 Work Gemstone - As Work Stone, except non-magical gemstones can be worked.

13 Work Mithglin - As Work Stone, except non-magical Mithglin can be worked. Items created with the metals from this spell have a bonus of +20. 15 Work Mithril - As Work Stone, except the enchanted metal Mithril can be worked. Items created with the metals from this spell have a bonus of +20. 16 Work Ithilnaur - As Work Stone, except the enchanted alloy Ithilnaur can be worked. Items created with the metals from this spell have a bonus of +20. 17 Work Ithildin - As Work Stone, except the enchanted alloy Ithildin can be worked. 20 Work Laen - As Work Stone, except the enchanted glass Laen can be worked. Items created with the glass from this spell have a bonus of +25. 25 Work Eog - As Work Stone, except the enchanted alloy Eog can be worked. items created with the metals from this spell have a bonus of +30. 35 Work Galvorn - As Work Stone, except the enchanted alloy Galvorn can be worked. Items created with the metals from this spell have a bonus of +40. 50 Make/Work - Allows the caster to make and work any metal, alloy, or inorganic material. The enchanted alloy Kregora can only be worked/made using this spell. SPECIAL NOTES 1) The spells manipulating material for non-magic weapons can also be used to make other non-magic objects where strength and durability are essential (usually armour and shields). 2) The bonuses gained to items made using this list are because of the material used. And are not magical in nature. To give items magical bonuses, other spell lists are needed. 3) This spell list is only available to Elven Alchenists.

kregora has intense anti-essence, anti-mentalism, anti-channelling and anti-arcane properties.

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GENERAL ALCHEMIST BASE LIST

INORGANIC SKILLS (MERP) Lvl 1 2 3 4 5

Spell Work Stone Work Glass Work Metal Work Alloy Work Ang

Area Of Effect Duration caster 24 hrs caster 24 hrs caster 24 hrs caster 24 hrs caster 24 hrs

Range self self self self self

Type F F F F F

6 7 8 9 10

Work Borang Make Alloy Work Arborang Make Steel Work Mithlin

caster caster caster caster caster

24 hrs 24 hrs 24 hrs 24 hrs 24 hrs

self self self self self

F F F F F

11 12 13 14 15

Work Gemstone

caster

24 hrs

self

F

Work Mithril

caster

24 hrs

self

F

16 17 18 19 20

Work Laen

caster

24 hrs

self

F

25 30 50

Make/Work

caster

24 hrs

self

F

INORGANIC SKILLS (MERP) 1 Work Stone - Allows caster to flawlessly work non-magical stone, creating items with a -50 to +0 bonus (in combat). All required tools and materials must be present. The time required to work stone is halved. 2 Work Glass - As Work Stone, except non-magical glass can be worked. Items created with the glass from this spell have bonuses that range from -50 to -10. 3 Work Metal - As Work Stone, except non-magical metals such as Paer (copper), Alcam (tin), lead, etc., can be worked. This spell does not allow the working of Ang (hard iron). Items created with the metals from this spell have bonuses that range from -30 to -10. 4 Work Alloy - As Work Stone, except non-magical alloys such as brass, Evyth (bronze), pewter, etc., (but not iron alloys) can be worked. Items created with the metals from this spell have bonuses that range from -15 to +0 5 Work Ang - As Work Stone, except non-magical Ang (hard iron) can be worked. Items created with the metals from this spell have a bonus of +0. 6 Work Borang - As Work Stone, except non-magical Borang (lowcarbon steel) can be worked. Items created with the metals from this spell have a bonus of +5. 7 Make Alloy - For the duration of this spell, the caster can make base alloys from base materials (but not steel from iron). The amount of the alloy that can be made depends on the available supplies and equipment. 8 Work Arborang - As Work Stone, except non-magical Arborang (high-carbon steel) can be worked. Items created with the metals from this spell have a bonus of +10. 9 Make Steel - For the duration of this spell, the caster can make steel from iron. the amount of steel that can be made depends on the available supplies and equipment. 10 Work Mithlin - As Work Stone, except non-magical Mithlin can be worked. Items created with the metals from this spell have a bonus of +15. 11 Work Gemstone - As Work Stone, except non-magical gemstones can be worked. 15 Work Mithril - As Work Stone except Mithril can be worked.

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Items created with the metals from this spell have a bonus of +20. 20 Work Laen - As Work Stone, except the enchanted glass Laen can be worked. Items created with the glass from this spell have a bonus of +25. 50 Make/Work - Allows the caster to make and work any metal, alloy, or inorganic material. SPECIAL NOTES 1) The spells manipulating material for non-magic weapons can also be used to make other non-magic objects where strength and durability are essential (usually armour and shields). 2) The bonuses gained to items made using this list are because of the material used. And are not magical in nature. To give items magical bonuses, other spell lists are needed. 3) Dwarfs and Elves have alternative spell lists that they develop instead of this one. 4) There are two versions of this list either of which can be learnt. The version presented is based on Elvish knowledge. For the alternative version which is based on Dwarvish knowledge; simple replace the 10th level spell with the one below. 10 Work Adarcer - As Work Stone, except non-magical Adarcer can be worked. Items created with the metals from this spell have a bonus of +15.

Beijabar Channelling? mentalism? LIST under development, not available for character development.

Beorning Ways Lvl 1 2 2 3 4 5 6 7 8 9 10

Spell Befriending Animal Healing Teach Speech (Rank 1) Train (Simple)

Area Of Effect caster caster 1 animal 1 animal

Duration Range Type 1 min/lvl self U 1 min/lvl self U Permanent Touch U Permanent Touch U

Teach Speech (Rank 3)

1 animal

Permanent

Touch

U

Train (Complex) Teach Speech (Rank 5) Dance

1 animal 1 animal 1 animal

Permanent Permanent Permanent

Touch Touch Touch

U U U

11 12 13 14 15 16 17 18 19 20 25 30 50

1 Befriending - Caster receives a s pecial bonus 0f +15 to any Animal Mastery manouevres. 2 Animal healing - Caster receives a special bonus of +15 to Animal Healing manoeuvres.

2. Teach Speech (Rank 1) : Caster may teach an animal to understand any known language to Rank 1. Animals cannot speak or write, but may read. This spell is cast on the animal 1x/day for 1 week (requiring 2 hours of concentration/day). 3. Train (Simple) As Teach Speech (Rank 1), but an animal may be trained to perform a simple task (e.g., wash vegetables, open doors, etc).

5. Teach Speech (Rank 3) : As Teach Speech (Rank 1), but animal may learn up to Rank 3.

8. Train (Complex) : As Train (Simple), but a complex task may be learned (dicing carrots, manipulating lanterns, etc.). 9. Teach Speech (Rank 5) : As Teach Speech (Rank 1), but animal may learn up to Rank 5. (Caster must also know Rank 5.) 10. Dance As Train (Simple), but a dance may be learned. (Used for Dance of the Living.)

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MISCELLANEOUS CHARTS AND TABLES Conversion of RM2 hit dice to RMS S Dice Total Body Dev. Point Type Hits Progression Cost D8 80 0•6•2•2•1 -17 D8 100 0•6•3•1•1 -15 D8 110 0•6•3•2•1 -10 D8 120 0•6•4•2•1 0 D10 120 0•7•3•2•1 5 D8 130 0•6•5•2•1 10 D10 130 0•7•4•2•1 13 D10 140 0•7•5•2•1 14 D10 150 0•7•5•3•1 15 D12 200 0•9•7•4•1 20 D15 220 0•11•7•4•1 22 D15 300 0•11•10•9•1 30 D20 350 0•15•13•7•1 35

214

Middle-earth Role Playing Level: Race:_ ____________________________ Professio n:________________________ Training Packages:__________________ _____ ____________________________ _____ ____________________________ Realm: ___________________________

RACE/STAT FIXED INFO: Soul departure: ______ rounds Race Typre: _________ Recovery Mu ltiplier: x_________ Body Development Progression: ___ ________________________ PP Development Progression: ___ ________________________ Experience Points: Armour Type:______________________ MMP:___ _________________________ Weight Penalty:_____________________ Missile Penalty: ____________________ Qu stat bonus x 3 - Armour Qu pen alty: (min 0):__ _________________________ Adrenal Defense: ___________________ Shield Bonu s:______________________ Magic (Spells, Items, etc.):____________ To tal DB (mellee/missile):____________

RESISTANCE ROLLS: Chann neling (3 x In): _______________ Essence (3 x Em):__________________ Mentalism (3 x Pr):_________________ : Chan/Ess (In + Em):________________ Chan/Ment (In + P)r:________________ Ess/Men t (Em + Pr):________________ Poison/Disease (3 x Co): ____________ Fear (3 x SD):_____________________

HIT POINTS:

% of Hits taken Mod 0% to 25%...................................0 26% to 50%..............................-10 51% to 75%..............................-20 76% to 100+%..........................-30

Recove r:Active; one per 3 hours Resting; (Co st at bonus/2) pe r Hr Sleeping; (Co stat bonusx2) per 3 Hrs

Character Name: Player: Campaign (GM):

ROLE TRAITS: Appearance: Sex:___________ Skin:__________ Apparent Age:_________________ Actual Age:___________________ Height: ________ Weight: _______ Hair: __________ Eyes: _________ Personality:___________________ _____________________________ Motivations: __________________ _____________________________ STAT Agility Con stitution Memory Reason ing Self Discipline Empathy Intuition Presence Quickn ess Strength

TEMP ______ ______ ______ ______ ______ ______ ______ ______ ______ ______

POT ______ ______ ______ ______ ______ ______ ______ ______ ______ ______

Base Movement Rate No Equipment Just Backpack Just Armo ur Just Armo ur & Weapons Fully Equiped

BACKGROUND INFORMATION: Home Town/City:______________ Patron /Lord:__________________ Parents:______________________ Spouse:______________________ Children:_____________________ Other: _______________________ ____________________________ ____________________________ ____________________________

BASIC BONUS ____ __ ____ __ ____ __ ____ __ ____ __ ____ __ ____ __ ____ __ ____ __ ____ __

RACIAL BONUS _______ _______ _______ _______ _______ _______ _______ _______ _______ _______

Max Pace Dash (x5)

SPECIAL STAT BONUS BONUS _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______ _______

Exhastion Co st 50/rnd

SPECIAL ABILITIES

EXHAUSTION POINTS:

% of ExPs Taken Penalty 0% to 25%...................................0 26% to 50%............................... -5 51% to 75%............................. -15 76% to 90%............................. -30 91% to 99%............................. -60 100%+.................................... -100

Recove r:Active; one per 3 min Resting; (1+Co stat bonus/2) per min Sleeping; all in a full 0.5 hours

POWER POINTS:

% of PPs used

Mod to spell casting SM 0% to 25%....................................0 26% to 50%.............................. -10 51% to 75%.............................. -20 76% to 100%............................ -30

Recove r:Active; one per 3 hours Resting; (realm stat bonus/2) pe r Hr Sleeping; half max per 3 Hrs

Character:

Skill Category Record Sheet Skill Category Armour • Heavy Armour • Medium Armour • Light Artistic • Active Artistic • Passive Athletic • Brawn Athletic • Endurance Athletic • Gymnastic Awareness • Perception Awareness • Searching Awareness • Sen ses Body Development Combat Manoeuvres Communications Crafts Directed Spells Influence Lore • General Lore • Magical Lore • Obscure Lore • Technical Martial Arts • Strikes Martial Arts • Sweeps Outdoor • Animal Outdoor • Environment Power Awareness Power Manipulation Power Point Develop Science/Analytic • Basic Science/Analytic • Specialized Self Control Special Attacks Special Defences Spells • Other Realm Base Lists Spells • Other Realm Closed Lists Spells • Other Realm Open Lists Spells • Own Realm Clo sed Lists Spells • Own Realm Open Lists Spells • Own Realm Other Base Lists Spells • Own Realm Own Base Lists Subterfuge • Attack Subterfuge • Mechanics Subterfuge • Stealth Technical • General Technical • Professional Technical • Vocational Urban Weapon • 1-H Concu ssion Weapon • 1-H Edged Weapon • 2 Handed Weapon • Missile Weapon • Missile Artillery Weapon • Polearms Weapon • Thrown

Applicable Stats St/Ag/St St/Ag/St Ag/St/Ag Pr/Em/Ag Em/In/Pr St/Co/Ag Co/Ag/St Ag/Qu/Ag In /SD/In In/Re/SD In /SD/In Co /SD/Co Aq /Qu/SD Re/Me/Em Ag/Me/SD Ag /SD/Ag Pr/Em/In Me/Re/Me Me/Re/Me Me/Re/Me Me/Re/Me St/Ag/St Ag/St/Ag Em/Ag/Em SD/In/Me Em/In/Pr Em/In/Pr _________ Re/Me/Re Re/Me/Re SD/Pr/SD St/Ag/SD none _________ _________ _________ _________ _________ _________ _________ Ag/SD/In In/Ag/Re Ag/SD/In Re/Me/SD Re/Me/In Me/In/Re In/Pr/Re St/Ag/St St/Ag/St St/Ag/St Ag/St/Ag In/Ag/Re St/Ag/St Ag/St/Ag

Dev. Cost ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __

# of Ranks _____ _____ _____ _____ _____ _____ _____ _____ n/a _____ _____ n/a n/a _____ n/a _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ n/a n/a _____ n/a _____ n/a n/a n/a n/a n/a n/a n/a n/a n/a _____ _____ _____ _____ n/a n/a _____ _____ _____ _____ _____ _____ _____ _____

New Ranks ooo ooo ooo ooo ooo ooo ooo ooo ‡ ooo ooo † * ooo * ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo * † ooo * ooo * * ‡ ‡ ‡ ‡ ‡ ‡ ‡ ooo ooo ooo ooo * * ooo ooo ooo ooo ooo ooo ooo ooo

--------------------- Bonuses-------------------Rank Stat Prof. Special Special Total _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _ ____ _____ _____ ______ 0 _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _ ____ +10__ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _____ _ ____ _____ _____ ______ _____ _ ____ _____ _____ ______ 0 _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _____ _ ____ _____ _____ ______ _____ _ ____ _____ _____ ______ 0 _____ _____ _ ____ _____ _____ ______ _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _ ____ _____ _____ ______ 0 _____ _ ____ _____ _____ ______ 0 _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ _____ _ ____ _____ _____ ______ _____ ______

Progression:- ooo Standard “-15 • 2 • 1 • 0.5 • 0” for category ranks and “-15 • 3 • 2 • 1 • 0.5” for skill ranks; * Combined -30 • 5 • 3 • 1 .5 • 0.5; † See Table T-1.1; ‡ “0 • 0 • 0 • 0 • 0” for skill category ranks an d “0 • 1 • 1 • 0.5 • 0” for skill ranks

Skill Record Sheet Skill Name _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________ _________ ____________________________

Character:

# of Class Ranks

New Ranks

_____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____

ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo ooo

----------------------Bonuses--------------------Rank Category Item Special Special Total ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______

____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _ ____ _

_____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____

_____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____

_____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____

_____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____

Critical Type: Length: Weight: Fumble Range: Breakage #s: Strength: 148 145 142 139 136 133 130 127 124 121 118 115 112 109 106 103 100 97 94 91 88 85 82 79 76 73 70 67 64 61 58 55 52 49 46 43 40 37 34 31 28 25 22 19 0

-

150 147 144 141 138 135 132 129 126 123 120 117 114 111 108 105 102 99 96 93 90 87 84 81 78 75 72 69 66 63 60 57 54 51 48 45 42 39 36 33 30 27 24 21 18

20 18E 18D 17D 17C 17C 16B 16B 15A 15 14 14 13 13 12 12 11 11 11 10 10 9 9 8 8 7 7 6 6 5 5 5 4 4 3 3 2 2 -

19 20E 19E 19D 18D 18C 17C 17B 16B 16A 15A 15 14 14 13 13 12 11 11 10 9 9 8 8 7 7 6 6 5 5 4 3 3 2 2 -

18 22E 22E 21E 20D 19D 19C 18C 17C 16B 16B 15B 15A 14A 13 12 12 11 10 10 9 8 8 7 6 6 5 4 4 3 2 -

Puncture Range Modifiers: 7 - 12 feet 11 - 16 pounds 01 - 06 UM 1,2,3,4,5,6,7 63-75w 17 24E 23E 22E 22E 21D 20D 20D 19C 18C 17C 16B 15B 14B 14A 13A 12A 11 10 10 9 8 7 7 6 5 4 3 3 2 -

16 30E 29E 28E 27D 26D 25D 24C 23C 22B 21B 21A 20A 19A 19 18 17 16 15 14 13 12 11 11 10 9 8 7 6 5 4 3 2 -

15 30E 29E 28E 28D 27D 26D 25C 24C 23C 22B 21B 20B 19A 18A 17A 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 -

14 33E 32E 31E 29D 28D 27D 26C 25C 24C 23C 22B 21B 20B 19A 17A 16A 15A 14 13 12 11 10 9 7 6 5 4 3 2 -

13 33E 32E 30E 29E 28E 27D 26D 25D 24C 23C 22C 20C 18B 17B 16B 14B 13A 12A 11A 10A 9 8 7 6 5 3 2 -

12 34E 33E 32E 31E 30D 29D 28D 27D 26C 25C 23C 22B 21B 19B 18B 16A 15A 14A 13A 12 10 9 8 7 6 4 3 -

11 36E 35E 34E 33E 31E 30D 29D 27D 25D 24C 22C 21C 20C 18B 17B 15B 14B 13A 11A 10A 9 7 5 3 -

10 39E 38E 37E 36E 34E 33D 32D 30D 28D 27C 25C 24C 23C 21B 20B 18B 17B 16B 14A 13A 11A 9A 7 5 3 -

Attack Table

-

Usriev Polearm 9 40E 39E 37E 36E 35E 34D 33D 31D 29D 28D 26C 25C 24C 21C 20C 19B 18B 17B 15B 14A 12A 10A 8A 6A 5 4 3 -

8 38E 37E 36E 35E 34E 33D 32D 31D 30D 28C 27C 26C 25C 24B 23B 22B 21B 19B 18A 17A 16A 15A 13 12 11 10 9 8 7 6 5 -

7 38E 37E 36E 35E 34E 32E 31D 30D 29D 27D 26C 25C 24C 23C 22B 21B 20B 18B 17B 16A 15A 14A 12A 11A 10 9 7 6 5 -

6 43E 41E 40E 38E 37E 36E 34E 33D 32D 31D 30D 29C 27C 25C 24C 23C 21B 19B 18B 17B 16B 15A 13A 12A 10A 9A 7 5 -

A cross between a lance and a long, thin two-handed sword with a razor sharp 4 foot blade.

Alternate Critical I: Slash -20 Alternate Critical II: Krush -30

218

5 46E 44E 43E 41E 40E 38E 37E 35E 34D 32D 31D 29D 28C 26C 25C 23C 22B 20B 19B 17B 16B 14B 13A 11A 10A 8A 7A 5 -

4 39E 38E 36E 34D 33D 31D 29D 28C 26C 24C 23C 21B 19B 18B 16B 14A 12A 11A 9A 7 6 4 -

3 42E 41E 39E 37E 36D 34D 32D 31D 29C 27C 26C 24C 23B 21B 19B 18B 16A 14A 13A 11A 9A 8 -

2 1 46E 47E 44E 46E 43E 44E 41E 42E 40E 40D 38E 39D 37D 37D 36D 35D 34D 34D 33D 32C 31D 30C 30C 28C 28C 27C 27C 25C 26C 23B 24C 22B 23B 20B 21B 18B 20B 16A 18B 15A 17B 13A 16A 11A 14A 10A 13A 11A 10A 9 -

219