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MERP

for
Rolemaster
Standard System
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I CE, Iron Crown Enterprises, MERP, Middle-ear th Role Playing and Rolemaster are all trademar ks of
ICE.
This document may not be sold or used for any commercial purpose.
You may use this document f or personnel use only.
You may freely distribute this work as a whole on a non-commer cial basis only; as long as no changes are
made to the contents of the document.
If you have any comments, queries, or suggestions send an e-mail to whitford@ppcamiga.freeserve.co.uk
Special Thanks to Jonathon Dale for his spreadsheets (Training Package
Cr eation, Race Creation and Profession Designer). Very usef ul when you
are constantly tweaking everything.
And to the authors of the modules found on merp-fan-modules. Whos cu-
tures have found their way into this book.
2
CHARACTER GENERATION 4
INTRODUCTION 4
CALCULATION CONVENTIONS 4
ABBREVIATIONS 4
WHAT TYPE OF CHARACTER TO PLAY? 4
THE INITIAL CHOICES 6
DETERMINING RACE/CULTURE 6
DETERMINING PROFESSION 6
DETERMINING REALM OF POWER 6
DETERMINING ADDITIONAL BASE LISTS 6
CULTURES AND RACES 8
DWARVES (Naugrim) 8
MEN (Hildor) 8
ELVES (Quendi) 8
ORCS (Yrch) 8
TROLLS (Tereg) 9
KHAZD (House of Durin)10
KHAZD (Houses of Dwlin, Thrr) 12
KHAZD (House of Bvor)14
KHAZD (House of Thelr) 16
KHAZD (House of Drin)18
KHAZD (House of Barin) 20
PETTY-DWARVES22
UMLI 24
AVARI26
LOSSIDIL 28
NANDOR 30
NOLDOR 32
SINDAR34
HALF-ELVES36
HOBBITS 38
BEFFRAEN40
BERNINGA 42
BLACK NMENREAN44
CORAIRS 46
DORWINRIM48
DRUGHU 50
DNEDAIN (of Gondor)52
DNEDAIN (of the Lost Realm)54
DUNLENDINGS 56
EASTERLINGS58
ERIADORIANS60
GIMTOTHRAIM62
GONDORIANS64
GRAMUZ 66
HARADRIM 68
HARUZE70
HILLMEN72
LOSSOTH74
MERIMETSSTJT76
NORTHMEN (URBAN) 78
ROHIRRIM80
SARALAINN CLANSMEN 82
VARIAGS84
WOODMEN86
COMMON ORCS 88
URUK-HAI90
HALF-ORCS 92
CAVE TROLLS 94
FORREST TROLLS 96
HILL TROLLS 98
SNOW TROLLS 100
STONE TROLLS 102
OLOG-HAI 104
HALF-TROLLS 106
THE PROFESSIONS 108
PROFESSION ENTRIES 108
CHANELLING ALCHEMIST 108
BARBARIAN 109
FIGHTER 110
LAYMAN 111
ROGUE 113
THIEF 114
MAGICIAN 115
ESSENCE ALCHEMIST 116
ANIMIST 117
CHANNELLING ALCHEMIST 118
RANGER 119
BARD 120
DRUGHN 121
KEKHAVRA 122
ASTROLOGER 123
SEER 124
LAY HEALER 125
SORCERER 126
VRACARA 127
WEGECH 128
GENERATING STATS 130
TEMPORARY STATS 130
POTENTIAL STATS 130
STAT BONUSES 130
ADOLESCENT SKILL DEVELOPMENT 131
BACKGROUND OPTIONS 132
CULTURAL/RACIAL ABILITIES 132
SPECIAL TRAINING 134
PHYSICAL ABILITIES 134
MYSTICAL ABILITIES 134
MENTAL ABILITIES 135
SPECIAL ITEMS 136
SPECIAL ABILITIES 137
SPECIAL STATUS 137
WEALTH 138
PHYSICAL FLAWS 138
MENTAL FLAWS 139
SPECIAL FLAWS 140
APPRENTICESHIP DEVELOPMENT 144
STANDARD DP COSTS 144
VARIABLE DP COSTS 144
TRAINING PACKAGES 144
EXTRASTAT GAIN ROLLS 144
TRAINING PACKAGES 148
VOCATIONAL TRAINING PACKAGES 148
LIFESTYLE TRAINING PACKAGES 148
TRAINING PACKAGE ENTRIES 148
ADVENTURER (L) 148
AMATEUR MAGE (L) 151
ANIMAL HANDLER (V) 151
ANIMAL FRIEND (L) 151
APOTHECARY (MERP) (V) 152
ARCHITECT (V) 152
ANAMARTAR (L) 152
ASTRONOMER (L) 153
BEASTMASTER (L) 153
BURGLAR (V) 153
CITY GUARD (V) 154
CLOISTERED ACADEMIC (L) 154
CON MAN (V) 155
CUT PURSE (V) 155
CRAFTER (V) 155
DWARVEN BERSERKER (L) 156
ESTEHILDI (L) 156
EXPLORER (L) 156
FARADRIM ARAN (V) 157
FARADRIM FOROD (L) 157
FARMER (L) 158
FORTUNE TELLER (V) 158
HEALER (V) 159
HEALER (ORC) (V) 159
HERMIT (L) 159
HERBALIST (V) 160
HUNTER (L) 160
INNKEEPER (V) 160
KINGS CORPS (V) 161
LABOURER (V) 161
LOREMASTER (V) 162
MAGIC CRAFTER (L) 162
ROYAL NAVY (MARINE) (V) 162
MERCENARY (L) 162
TABLE OF CONTENTS
3
MERCHANT (V) 163
MIDWIFE (V) 163
NOBLE (L) 164
PERFORMER (V) 164
SAILOR (V) 164
SAGE (L) 165
SCOUT (V) 165
SCRIBE (V) 165
SELLI NIENNAVA (L) 166
SHAMAN PRIEST (MERP) (L) 166
SKUIFTLAIKAR (V) 166
SPY (V) 167
SOLDIER (V) 167
SURGEON (V) 167
TERRITORIAL CORPS (V) 168
TERRITORIAL CORPS (RESERVISTS) (V) 168
TRACKER (V) 168
TRAVELLER (V) 169
WANDERER (L) 169
WEAPON MASTER (L) 170
WOLFRIDER (L) 170
ZEALOT (L) 170
FINAL CHARACTER PREPARATION 173
YOUR CHARACTERS AGE 173
OUTFITTING 173
TOTALING THE BONUSES 173
ENCUMBRANCE 173
MOVING MANOEUVRE PENALTY 175
BASE MOVEMENT RATE 175
EQUIPMENT 177
Money 177
ENCHANTED HERBS 186
HERBS 186
INTOXICANTS (MIND ALTERANTS) 188
POISONS 188
Finding Herbs in the Wild 189
BEVARAGES & VICTUALS 189
MEDICINALS 189
DISEASES 189
CONCERNING NAMES 190
HOBBIT NAMES 190
DWARVEN NAMES 190
HIGH ELVEN NAMES 190
SINDAR NAMES 190
NORTHMAN NAMES 190
OTHOD, ROHIRRIM NAMES 190
DUNLENDING NAMES 191
ORC NAMES 191
DUNEDAIN NAMES 191
RELIGION 192
MYTHS & RELIGION 192
THE VALAR AND RELIGION 192
SKILLS IN MIDDLE-EARTH 195
SKILLS 195
CONCERNING MAGIC 203
RISK FACTORS 203
CORRUPTION 203
ESSENCE 203
CHANNELING 205
MENTALISM 205
ECONOMICS 207
SPELL LISTS 208
TATTOO CRAFTS 208
DWARVEN INORGANIC SKILLS 209
DWARVEN ARMOUR 210
ELVEN INORGANIC SKILLS 211
INORGANIC SKILLS (MERP) 212
Beorning Ways 213
MISCELLANEOUS CHARTS AND TABLES 214
Skill Category Record Sheet 216
Skill Record Sheet 217
1
lN1kCDOC1lCN
This document was cr eated to aid and hopefully make easier
character creation in my MERP campaign. By bringing together
rules from the basic rule book, optional rules from various compan-
ion books, house rules and information from ICEs campaign
modules together in one place for easy reference by all.
Char acter Creation is primarily geared to campaigns set in the
mid Third Age (1007 - 2014); specifically campaigns set in the year
1640 T.A., the time of I.C. E. `s Middle-earth campaign modules
and adventures. Any diff erances and changes will be noted in the
text.
Some standard Professions, tr aining packages and spell lists
fr om the RMSS have been modified; some more than others. Where
this has happened, it will have MERP in brackets after the
standard name. e. g. , Shaman Priest (MERP). This has no bear ing
on the game, it is just a r eference to make it obvious when
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 information contained within, you need
access to : -
Rolemaster Standar d Rules, Spell Law, Arms Law,
Castles and Ruins, Treasur e Companion, Mar tial Ar ts
Companion, The Armory, Essence Companion, Mentalism
Companion, any of the Middle- earth modules by ICE.
C^lCOl^1lCN CCNVCN1lCN:
When making calculations and using formulae the results often
do not come out evenly.
You should maintain f ractions until you come up with a final
result that will be used in play.
But whenever a f inal result has a f ractional remainder, it is
always rounded off the nearest whole number. (i. e., fractions above
or equal to 0. 5 are rounded up; fr actions below 0.5 ar e r ounded
down.)
^hhkCVl^1lCN:
l^NO^C:
Ad. Adnaic
Ap. Apysaic
At. Atliduk
Be. Bethteur (Silvan Elvish)
Bl. Blarm
BS. Black Speech
Cir. Cirth or Cer tar
Dn. Daenael ( Old Dunael)
Du. Dunael
E. Eldarin ( Old Elvish)
H Hobbitish (Westron varient)
Har. Haradaic
K. Kuduk (ancient Hobbitish)
Kh. Khuzdul
Or. Orkish
pl. plural form of a word
Q. Quenya
R. Rohirric
Rh. Rhovaik
S. Sindarin
sing. singular form of a wor d
Ta. Tazinain
Teng. Tengwar
W. Westron
1COiCk^l 1CkO:
1.A. First Age
F. A. Forth Age
S.A. Second Age
T.A. Thir d Age
CHARACTER GENERATION
A view of Lake-town
3
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Before beginning to design a char acter, you should make a
general decision as to what type of character you want to play. This
decision should concern your char acter s profession, race, physical
and mental attributes.
CH^k^C1Ck DC:lN :OOO^k
To design your character, you should per form each of the
following steps. Keep in mind that these steps are inter related and
may aff ect each other.
1) Decide in general what type of character to play.
2) Chose a culture and race for your character.
3) Chose a profession for your char acter.
4) Determine your characters realm of power.
5) Determine your additional spell lists.
6) Generate tempor ary stats for your character.
7) Generate potential stats for your character.
8) Determine your characters background options.
9) Develop your characters adolescence skills.
10) Develop your character s apprenticeship skills and training
packages.
11) Determine your characters background.
12) Determine your characters role traits.
13) Outfit your character.
14) Total your characters penalties and bonuses.
o
To begin designing your character you must make four choices
that define your character : race/cultur e, profession and r ealm of
power.
DC1CkOlNlN k^CCCOl1OkC
There are a variety of culture/r aces that you may choose f or
your character. A two page description appear s on the following
pages.
Culture/Races for Third Age 1640 Campaigns:
Note: For campaigns in other er as consult the Race/Culture
availability table for an idea of which cultures can be used.
Once the r ace ( and culture) has been chosen, you should record
it on your character recor d sheet. You should also record any stat
bonuses, r esistance r oll bonuses and special abilities due to
race/culture.
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Your culture/race will deter mine certain facets of your physical
appearance. The individual culture/race descriptions give standard
physical appearance guidelines for each r ace and culture.
l^NO^C:
The languages that your character knows ar e given in the
culture/r ace descriptions. You recor d the skill r anks for these
languages during the adolescence skill development process.
DC1CkOlNlN ikCC::lCN
At this point you must chose a pr ofession and record it on your
Character record Sheet. Some professions are r estr icted by cul-
ture/race; as noted with the culture/race descriptions.
Ther e is a one page, detailed description of each prof ession on
the following pages.
1HC ikCC::lCN:
Each character must have a pr of ession. Your character s
pr of ession reflects the fact that his early tr aining has molded his
thought patterns, ther eby affecting his ability to develop certain
skills and capabilities. A profession does not prohibit the develop-
ment of skills, it merely makes some skills har der and others easier
to develop. Any character can develop any skill in Rolemaster.
Note: Your realm determines determines your realm
stat: Em for Essence, I n for Channelling, and Pr for
Mentalism. Hybrid users use the average of their two
realmstats as their realm stats.
iklOC :1^1:
Each pr of ession has zer o, two, or three stats which are that
professions prime stats. When you generate your temporary stats,
90s must be assigned to these stats.
PLAYER OPTION: you can choose to assign stats as you
wish.
ikCC::lCN hCNO:C:
Each profession has a number of profession bonuses that apply
to certain skills and skill categories.
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You should choose a realm of power at this point. This is
automatic for pure, hybrid and semi spell users. Non spell users
however must choose a realm of power: Essence, Channelling, or
Mentalism.
DC1CkOlNlN ^DDl1lCN^l h^:C
ll:1:
In addition to his nor mal six base spell lists, each pure spell user
must choose f our additional base spell lists. These lists must be
chosen fr om the evil, open or closed lists for that spell user s realm
of power.
:iCll ll:1 ^V^ll^hlll1
Only the Base Spell Lists of the allowed professions, open and
closed spell lists f rom Spell Law ar e available. The evil spell lists
from Spell Law ar e available for those who wish to walk on the
dark side.
The Arcane realm is not used in Middle- earth; ther efore none of
the Arcane spell lists can be taken.
Spell lists can only be learnt to a maximum of 10th level (this is
the height of magical knowlege in the mid-Third Age) ; unless a
Talent or Flaw specif ies differ ent. See the Chapter Concerning
Magic to find a more detailed discussion.
THE INITIAL CHOICES
Non spell users:
Barbarian
Fighter
Rogue
Thief
Layman
Hybrid spell users:
Astrologer (Chan & Ment)
Sorcerer (Ess & Chan)
Vracara (Ment & Chan)
Kekhavra (Ment & Chan)
Wegech (Chan & Ess)
Pure spell user:
Essence Alchemist (Essence)
Magician (Essence)
Animist (Channelling)
Chan. Alchemist (Channelling)
Lay Healer (Mentalism)
Seer (Mentalism)
Semi spell users:
Bard (Mentalism)
Ranger (Channelling)
Drughn (Chanelling)
Khaz d (House of
Durin)
Khaz d (House of
Dwlin, Thrr)
Khaz d (House of
Bvor)
Khaz d (House of
Thelr)
Khaz d (House of
Drin)
Khaz d (House of
Barin)
Petty-dwarves
Umli
Avari
Lossidi l
Nandor
Nol dor
Sindar
Half-el ves
Hobbits
Half-orcs
Berni nga
Beffraen
Black Nmenrean
Corsai rs
Dorwinrim
Drughu
D ne d a i n ( of
Gondor)
Dnedain (of the Lost
Realm)
Dunl endings
Easterli ngs
Eriadorians
Gi mtothraim
Gondori ans
Gramuz
Haradrim
Haruze
Hil lmen
Lossoth
Northmen (Urban)
Saralainn Clansmen
Vari ags
Woodmen
Common Orcs
Uruk-hai
Cave Trol ls
Forrest Trolls
Hil l Trol ls
Snow Troll s
St one Troll s
Olog-hai
Half-t rolls
1
RACE/CULTURE AVAILABILITY TABLE
1st Age 2nd Age 3rd Age 4th Age
Khazd Yes Yes Yes Yes
Petty-dwarves Yes Yes Yes No
Umli ??? ??? Yes Yes
Avari Yes Yes Yes Yes
Fui nar Yes Yes Yes Yes
Lossidil no Yes Yes No
Nandor Yes Yes Yes Yes
Noldor Yes Yes Yes Yes
Quendi Yes No No No
Sindar Yes Yes Yes Yes
Teleri Yes
--dont leave Aman
Vanyar Yes -
dont leave Aman-
Half-Elves end-Age Yes Yes Yes
Hobbits No aft. mid-Age Yes Yes
Common Orcs Yes Yes Yes Yes
Uruk-Hai No No Yes Yes
Half-Orcs No No Yes Yes
Cave Trolls Yes Yes Yes Yes
Forrest Trolls Yes Yes Yes Yes
Hill Trolls Yes Yes Yes Yes
SnowTrolls Yes Yes Yes Yes
Stone Trolls Yes Yes Yes Yes
Olog-Hai No No Yes Yes
Half-Trolls No No aft. 1200 Yes
Race/Cultures in ital ics are not described i n thi s book.
RACE/CULTURE AVAILABILITY TABLE
1st Age 2nd Age 3rd Age 4th Age
Bargemen No No Yes Yes
Berninga No No Yes Yes
Beffraen mid- Age Yes Yes No
Black Nmenrean No abt. 3319 Yes Yes
Breri on No Yes No No
Corsairs No No abt. 1447 Yes
Daan Mor late-Age No No No
Dorwinrim No aft. 1700 Yes Yes
Drughu Yes Yes Yes Yes
Dnedain No aft. 3319 Yes Yes
Dunlendings No No Yes Yes
Easterlings No Yes Yes Yes
Edain mi d-Age No No No
othod No No 1857-2510 No
Enedrim No Yes No No
Eriadorians No aft. 3319 Yes Yes
Eriedain No bef. 2600 No No
Estaravi No Yes Yes Yes
Freeeholders of
the Pinnath Ceren No No Yes Yes
Gimtothraim No No bef. 1858 No
Gondorians No aft. 3319 Yes Yes
Gramuz No No Yes Yes
Haradrim No Yes Yes Yes
Haruze No Yes Yes Yes
Hillmen No af t. 300 bef. 1700 No
Lossoth No af t. 600 Yes Yes
Mbion Bron late-Age bef. 300 No No
Northmen (Urban) No No Yes Yes
Nmenrean No Yes No No
Rivermen No No Yes Yes
Rohirrim No No aft. 2510 Yes
Saralainn Clansmen No No abt. 1500 Yes
Variags No No Yes Yes
Woodmen No No Yes Yes
Race/Cult ures i n it alics are not descri bed in t his book.
8
CULTURES AND RACES
The inf ormation is intended to serve as a guideline for equip-
ping and developing both player char acters and power ful or
other wise significant non- player characters. The outfitting options
and the background options have been generated to enhance the
process by which living peoples are translated into a game system.
An individual character may str ay fr om the norms of his
cultur e/race. A GM may decide to allow a character to possess a
weapon typically not f avour ed by his culture/r ace, to learn a
language usually of little general interest, etc. How much deviation
f rom the norms is to be allowed is up to the GM. And when a
character does not f ollow the norms, the GM needs to include
plausible reasons for the differences in the character s personal
history and background.
Player s developing their characters should follow the normal
procedure for outf itting and utilizing background options described
in Section 14. Where dice rolling is required (talents, special items,
extra money), the inf or mation below should be inserted into or
paired with Table T1.5.
Remember that adventuring char acters will come into contact
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
months later (possibly second or third level) , he may have picked
up a smattering of Quenya and be wielding a long kynac!
Sometimes a skill is listed that is not a standard skill. When this
occurs, the skill category will be given in br ackets after the skill
name.
Du^kVC: ,N+ca|.l
The Dwarves are descendants of the Seven Fathers, the original
lords crafted from stone by the Vala Aul. He is the Smith of the
Valar, the giver of mountains and master of cr afts, and the Dwarves
call him Mahal (Kh. Maker) . Their seven lineages or houses
settled in separate areas, but always in or by the mountains. All
Dwarves consider mountains sacred.
They wer e created first, but Eru forced his servant Aul to
delay their awakening until after the coming of the Elves. Following
their birth at seperate locations beneath the Iron Mountains dur ing
the First Age. they began to explore ther e new land, finding things
of beauty. Dur ing these wander ings some of the tribes choose to
settle in wondorous homes beneath the heights of middle- earth;
whilst other s travelled on in search of greater gifts. The seven
Dwarven kings quarreled over territory and the paths they should
take in quest of fairer places to reside. Thus, the kindreds went there
own ways.
Although these Seven Tribes have since spread acr oss Middle-
earth, they have remained and have spawned a universal reputation
for r uggedness, practicality, and unwavering loyalty. Most groups
favour the rocky highlands and deep caverns of the mountains, for
the Dwarves, perhaps more than any race, remember their or igin
and heritage. They are superior craftsmen and they love to mine the
earth f or precious gems and metals to forge into weapons of
str ength and artifacts of beauty and power.
OCN ,H||:eal
Men were the secondborn and first arose in the Far East dur ing
the First Age. There, in a land called Hildrien, they awoke to find a
wild continent and it was sometime before they first encounter ed
the Firstborn, or Elves. It was Elves who gave them the name
Hildor (El. Follower s) , although they are now more commonly
called by the Quenya Atani or Sindarin Edain (Second People).
Men diff er fr om the Elves in many ways, the least subtle of
which is their Gift of Death. Men are mortal and live their br ief
lives with a fire and passion unlike any other race. They ar e also
var ied and often f lawed and vulnerable. Unlike the Firstborn, they
are quite susceptible to disease and temperature extremes. At the
same time, however, they rarely weary of life.
There are two greater groupings of Men: the High Men, who
are commonly called Edain; and the Common Men, who did not
ally themselves with the Elves in the wars against Morgoth. Some
speak of the Nor thmen as a thir d gr oup, middle men who are
racially close to the Edain, but did not benefit fr om any contact or
alliance with the Elves.
Blessed by their faith in Eru and his Vala servants, the Adan line
is special. High men are exceptionally large averaging 63" to 67"
and weighing 200 to 275 pounds. Their great bones and musculature
gives them a grand appearance; only Noldor Elves rival their
strength. They are not as nimble or resilient as the Elves, however.
The hair of Dnedain is dark brown or coal-black - their eyes blue,
grey, or black - and they tend toward fair skin. Those of pure blood
live as long as 250-300 years.
Common Men are more numerous and less blessed. Stocky and
relatively shor t (5 to 64") , they have pr oduced a wide variety of
types. Their hair and skin colours vary fr om the deepest brown and
blacks to the lightest shades of blond and cream. Unlike the
Dnedain, many wear beards and moustaches. Fr om their r anks
come the vast majority of Middle-earths mannish lines.
ClVC: ,Cc..:|l
Elves were the f irst to awaken and venture onto Middle-earth.
They are a gr aceful and noble r ace of immortal beings who
resemble men, but shine with an inner glow which betrays the spirit
of unique thoughts and gif ts. No r ace has been blessed with mor e,
or cursed so much by the hand of fate.
Though basically similar to mortal men in most ways, Elves
have several important, if subtle, dif ferences. As a r ace, they are
taller than Humans but they are uniformly slender and have less
body hair. Elven men have no f acial hair, f ine features and un-
mar red shin combine with spar kling eyes to give the Elf an
enchanted aura. Astrange deftness and ease of movement give them
a graceful quality and it is not surprising that they are ver y agile and
so light afoot; they leave few tr aces of their passing and can walk
on the surface of freshly fallen snow.
The Elves rever e the Valar and many know their nature well.
Still, they have no formal religion; instead they show their respect
through poetr y and 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 acceptance of their close ties to the Fate 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 been handed
down and overseen by the Valar. Above all but Eru they worship
var da, Queen of the Valar and the f airest of all creations. She is the
br inger of light and they call her Lady of the Stars (Elentr i or
Elbereth)
Ther e are two major groupings of Elves in Middle-ear th. Their
split in the early First Age for ms the basis for the development of
two separate Elven cultures. The most exalted group is the Eldar,
the thr ee kindr eds ( Nolder, Vanyar, and Teler i) which made the
Gr eat Journey across Middle-earth during the First Age. Most
settled for a time in Aman (the Undying Lands), or along the shore
of now sunken Beleriand. Only the Noldor and Sindar ( a group of
Teleri) remained in middle-earth following the War of Wrath that
ended the First Age. All other folk are called Avari or Silvan Elves.
They are commonly called Wood-elves.
Fr om these cultures came the three groups which form the
Elven races of Middle-ear th: (1) the Noldor, (2) the Sindar, and (3)
the Silvan Elves.
9
CkC: ,ac|l
Originally bred by Morgoth in the First Age, these creatur es
quickly became servants of Darkness; it is likely that they were not
inherently evil, but were culturally and mentally predisposed toward
the foul life. Legend has it that their ancestors were Elves who
were twisted in mind and body by the Black Enemy. Bred as
labourers and warriors, Orcs respect little but brute force. They live
in tr ibal units with a strong leader, each tribe has its own dialect.
Goblin is a term used by some Westron speakers when they discuss
Orcs.
1kCll: ,1.a.l
Trolls are huge, f oul creatures. Like Giants and Ents, Tr olls
comprise one of the so called Giant Races. Their exact or igin is
clouded, but they belived to have been contrived by Morgoth
during the Elder Days by r emaking captured Ents and imbuing them
with the natur e of the fiery stone from the Underdeeps.
Trolls hate all other creatur es, a legacy of Morgoths dark touch.
By nature they pr efer to remain solitary or in small gr oups. Even
their br ethren ar e consider ed potential enemies. As creations
Morgoth, all Trolls are vulnerabable to Saur ons influence.
Skill Rank Bonus Progression:
Body Channelling Essence Ment alism
Race Dev. P.P. Dev. P.P. Dev. P.P. Dev.
Hobbit 06221 06543 02111 02111
Petty-dwarf 06521 05322 03211 03211
Khazad 07421 06543 03211 03211
Umit 06521 06543 05322 06432
Daen 06421 06543 05322 06543
Dnadan 07531 06543 06543 07654
Drg 06521 07654 04321 04321
Common Man 06421 06543 06543 07654
Northman 06521 06543 06543 07654
Half-el f 07321 06543 06543 07543
Avar 07321 06543 07654 06543
Nando 07321 06543 07654 06543
Nol do 07321 06543 07654 06543
Sinda 07321 06543 07654 06543
Tel er 07321 06543 07654 06543
Vanya 07321 06543 07654 06543
Half-orc 06421 06543 06432 06432
Orc 06421 06543 04321 04321
Gusmras 07421 06543 05322 05322
Uruk 07531 06543 05322 05322
Half-troll 09741 06543 04321 04321
Torog 0111091 06543 02111 02111
Ol og 0151371 06543 03211 03211
NOTE: Hybri d PP progressions are cal cul at ed by taking t he lesser of t he hybrid spell users two real ms progression.
MERP RACE ABILITIES TABLE T-1.1
Racial Stat Bonus Modifications Soul Race Rec -RR Modifications-
Race St Qu Pr In Em Co Ag Sd Me Re Dep Type x Ess Chn Mnt Psn Dss
Hobbit -8 +4 -6 0 -2 +6 +6 -4 0 0 18 1 0.5 +50 +20 +40 +30 +15
Petty-dwarf 0 -2 -6 0 -4 +3 -2 0 0 0 16 1 0.75 +30 0 +30 +15 +15
Khazad +2 -2 -4 0 -4 +6 -2 +2 0 0 21 1 0.5 +40 0 +40 +20 +15
Umit +2 0 -2 -2 -2 +4 0 +2 0 0 16 1 0.75 +20 0 +20 +5 +5
Daen +2 0 0 +2 0 +2 0 0 0 0 12 2 1.0 0 0 0 0 0
Dnadan +4 0 +3 0 0 +4 0 0 0 0 10 2 0.75 0 0 0 +5 +15
Drg 0 0 -2 +4 0 +2 0 +4 0 0 12 2 1.0 +20 0 0 0 0
Common Man +2 0 0 0 0 0 0 +2 0 0 12 2 1.0 0 0 0 0 0
Northman +2 0 +2 0 0 +2 0 +2 0 0 11 2 0.9 0 0 0 0 0
Half-el f +2 +4 +2 0 0 +2 +2 -3 0 0 6 3 1.5 -5 -5 -5 +5 +50
Avar 0 +2 +2 +2 +2 0 +4 -5 +2 0 3 3 1.5 -5 -5 -5 +10 +100
Nando 0 +3 +2 +2 +2 +2 +4 -5 +2 0 2 4 2.0 -5 -5 -5 +10 +100
Nol do 0 +6 +6 +2 +2 +4 +4 -5 +2 0 1 5 3.0 -5 -5 -5 +10 +100
Sinda 0 +4 +4 +2 +2 +2 +4 -5 +2 0 2 4 2.0 -5 -5 -5 +10 +100
Tel er 0 +4 +6 +2 +2 +2 +4 -5 +2 0 1 5 3.0 -5 -5 -5 +10 +100
Vanya 0 +6 +8 +2 +2 +6 +4 -5 +2 0 1 5 3.0 -5 -5 -5 +10 +100
Half-orc +2 0 -2 0 -2 +2 0 +5 0 0 6 2 0.5 0 0 0 +10 0
Gusmras +2 +2 -4 -2 -6 +6 0 -4 -2 -2 1 2 0.5 0 0 0 +20 +5
Orc +2 +2 -4 -4 -6 +6 -2 -8 -4 -4 1 2 0.5 0 0 0 +20 +5
Uruk +4 0 -4 -2 -6 +8 0 -2 0 0 1 2 0.5 0 0 0 +20 +5
Half-troll +4 -2 -2 -2 -2 +4 -2 -2 -2 -2 1 2 0.5 0 0 0 +15 +5
Torog +6 -4 -4 -4 -4 +6 -4 -4 -4 -4 1 2 0.5 0 0 0 +30 +10
Ol og +8 0 -2 -4 -4 +6 0 0 -2 -2 1 2 0.5 0 0 0 +20 +10
lO
CULTURE/RACE OF NORTH-
WESTERN ENDOR
lH^^D ,Hecs. e| Dca|.l
,s|. l|+-+:l
Durin, father of the Longbear ds awoke
beneath the I ron Mountains. Wandering
south, Dur in and his folk founded Khazad-
dm (Moria). Disaster struck in T.A. 1980;
and in T. A. 1981 the longbeards star t 18
years of wondering until the founding of
Erebor; followed by their expansion into the
Ered Mithr in (S. Grey Mountains). The
delvings in the Grey Mountains awaken the
dragons, and they ar e driven back to Erebor.
Some travel on and found homes in the Iron
Hills. I n T. A. 2770 Erebor is laid waste and those dont goto the
Iron hills spend 171 years wandering; until Er ebor is reclaimed.
iH:lC^l CH^k^C1Ck
Build: Short, stocky, strong, with exceptionally strong limbs. Males
average 150 pounds; females, 135 pounds.
Colouring: Black, red, or dark brown hair. Fair complexion.
Endurance: Tremendous. They can carry great burdens over long
distances with little rest. +21 to exhaustion points.
Height: Males average 49; females 45.
Lifespan: 200-400 years.
Race Abilities: Khazad.
Resistance: Resistance against flame and ice: +30 DB and RR bo-
nuses versus heat and cold attacks.
Special Abilities: Khazd see well in extreme darkness. In the dim-
mest 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.
COl1OkC
Clot hing & Decoration: Bear ds, sometimes braided. Long hair.
Heavy gar b with colourful hooded cloaks. Cr enulated trimwor k is
popular.
Fears & Inabilities: Open water and the Valar Ulmo (Lord of
Waters). They do not nor mally swim (-50 to Swimming man-
oeuvres).
Lif estyle: Khazd ar e superb miners and craftsmen, and unsur-
passed Stonewor ker s. They live in tightly-knit groups and favour
underground cities which are usually cut into rugged hills or moun-
tains.
Marriage Pat tern: Monogamous. Only a third of the race is fe-
male. The line is tr aced through the male.
Religion: Khazd believe that each lineage has a common spirit
which per meates them all and ties them together. They revere their
ancestors above all other things but Aul their maker, and believe
that in each Dwarven King exists a part of his predecessors. Those
of Dur in` s Folk, the Khazd of Moria and the highlands of
Wilderland, believe their Kings to all be one Dwarf - Durin the
Deathless.
C1HCk ^C1Ck:
Demeanour: Sober, quiet, possessive, suspicious, pugnacious, in-
trospective, and often very greedy. Tenacious warriors, they fight
without quarter and never retreat. Each Khazad tr eats his kind as
brothers and non-Khazd as lesser beings who, one way or another,
ar e a constant threat. Their blood is thick and their bonds are deep.
They enter into agreements with extreme care but, once made, hon-
our 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: St art ing Languages: Among themselves, Khazd speak
Khuzdul (S8/W6), a guarded tongue known by virtually no one but
themselves. When in public or about in the wild, Khazd speak
Westron (S8/W6), Silvan (S5/W5), Sindarin (S4/W4) . Al lowed
Adolescence Development : Khuzdul ( S10/W10), Westron ( S10/W10),
Atliduk (Rank S6/W6), Dunael(S2/W2), Logathig (Rank S6/W6),
and Nahaiduk (Rank S6/W6).
Prejudices: Orcs, Wargs and Dragons are swor n enemies. Above all
other r aces, they despise these the most, although they are ex-
tr emely suspicious of mages and Elves. They have suffered too
much as a result of magic. 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 except
for the Channelling Alchemist. Taught and blessed by the Vala
smith Aul, Khazd practise a plain, pr actical Ear th- magic.
Dwarves know of spell and enchantments, but they generally scoff
at the ways of Elves or other conjur ers, preferring instead to use
such power in the making of permanent physical items. Traditional
mages and bar ds ar e unhear d of; instead they pr oduce alchemists
and engineers.
Training Packages: All available except, Amateur Mage,
Astr onomer, Apothecar y, Burglar, Beastmasster, Cut Purse,
Midwife, Sailor, Shaman Priest, Surgeon, Spy, Zealot and the train-
ing packages specific to other race/cultures.
Special Skills: Everyman: Caving, Leather -crafts, Metal-cr afts,
Mining, Smithing, Stone-crafts, Survival (under-ground) ; Restri ct ed:
Swimming.
Standard Hobby Skills: Appraisal, any Armour skills, Attunement,
Body Development, Caving, Climbing, Contortions, Disar ming
Tr aps, First Aid, For aging (Mountain/Foothills) , Herb Lore,
Leather-craf ts, Metal-crafts, Picking Locks, Public Speaking,
Region Lor e ( any cavernous region) , Smithing, Tactics, Trap-
building, any Weapon skills.
CO1l11lN Ci1lCN:
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: Out er garb: detachable hood with flaps sewn into it, per-
mitting the face to be covered; heavy cloak fastened with a decor-
ated brooch; tall boots of heavy leather; these garments ar e bright
solid colours - scarlet, forest green, indigo blue, golden yellow,
royal purple. Inner garb: a leather jerkin or woolen tunic of a deep
hue (mar oon, pine green, navy blue, br ownish black); a wool or
linen shirt (usually a deep hue, sometimes white); close f itting
trousers of deep-hued leather or wool; shoes or inner boots of soft
leather.
h^ClkCOND Ci1lCN:
Khazd get 40 Talent Points (4 Background Points).
Ext ra Languages: In addition to the tongues listed above, a dwarf
in exceptional circumstances might lear n: Adnaic (S4/W4), Labba
(S4/W4) and Umitic (S5/W5).
Ment al 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 work-
manship and forged of steel.
Special Stat us: All available.
Special Training: All available except; Acr obat and Natural
Horseman.
Ment al Flaws: All available except; Fear of Armour.
CULTURE/RACE OF NORTH-
WESTERN ENDOR
ll
Physical Flaws: All available except; Visible Aura.
Special Flaws: All available except; Dark Tempation
Wealt h: Gold pieces or a gem (aquamarine, topaz, garnet, per idot,
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, exag-
gerated enunciation, painstakingly slow speech, and other
well-intentioned efforts to make it easier for you to under-
stand them...) [-7 points].
Trap Sense: You have the ability to sense the presence of mech-
anical traps 50% of the time (GM should roll) [15 points].
Dwarf Sense: You have a superior orienting ability under-
ground. 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].
Ossessi ve 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].
Gi ft of Mahal: You have been blessed by Mahal with extraordin-
ary healing gifts. +77 to all healing related rolls [50 points].
Enchant ed Food: You have a loaf of Cram [3 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Dwarf charact ers gai n the followi ng ski lls during their
adol escent development .
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 1
Armour Medium skil l cat egory 3
Chain skill 3
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 4
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 8
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 4
1 Weapon Based on Cul ture/Race 4
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 146) 40
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
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:
07421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Ment alism
PP Dev.
Progression:
03211
Soul
Departure:
21
Race Type:
1
Recovery
Multiplier:
0.5
l2
CULTURE/RACE OF NORTH-
WESTERN ENDOR
lH^^D ,Hecs.s e| D.+||. 1|a+al
,s|. l|+-+:l
House of Dwlin: Dwlin, 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 Lhn and Beleriand sank beneath the sea.
Refuges from the destruction, settled in the Nan-i-Naugrim (S.
Valley of the Dwarves). Others settled in Khazd-dm, before
eventually returning to the Blue Mountains.
House of Thrr: Thrr, 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 Lhn and
Beleriand sank beneath the sea. Refuges from the destruction,
settled in the Nan-i-Naugrim. Others settled in Khazd-dm, before
eventually returning to the Blue Mountains.
iH:lC^l CH^k^C1Ck
Build: Short, stocky, strong, with exceptionally strong limbs. Males
average 150 pounds; females, 135 pounds.
Colouring: Black, red, or dark brown hair. Fair complexion.
Endurance: Tremendous. They can carry great burdens over long
distanceswith little rest. +21 to exhaustion points.
Height: Males average 49; females 45.
Lifespan: 200-400 years.
Race Abilities: Khazad.
Resistance: Resistance against flame and ice: +30 DB and RR bo-
nuses versus heat and cold attacks.
Special Abilities: Khazd see well in extreme darkness. In the dim-
mest 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.
COl1OkC
Clot hing & 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 man-
oeuvres).
Lif estyle: Khazd are superb miners and craftsmen, and unsur-
passed Stoneworkers. They live in tightly-knit groups and favour
underground cities which are usually cut into rugged hills or moun-
tains.
Marriage Pat tern: Monogamous. Only a third of the race is fe-
male. The line is traced through the male.
Religion: Khazd believe that each lineage has a common spirit
which permeates themall and ties them together. They revere their
ancestors above all other things but Aul their maker, and believe
that in each Dwarven King exists a part of his predecessors.
C1HCk ^C1Ck:
Demeanour: 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-Khazd 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, hon-
our 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: Starti ng Languages: Among themselves, Khazd speak
Khuzdul (S8/W6), a guarded tongue known by virtually no one but
themselves. When in public or about in the wild, Khazd speak
Westron (S8/W6), Silvan (S4/W4), Sindarin (S6/W6). Al lowed
Adolescence Development : 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 ex-
tremely 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 Aul, Khazd 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 train-
ing packages specific to other race/cultures.
Special Skills: Everyman: Caving, Leather-crafts, Metal-crafts,
Mining, Smithing, Stone-crafts, Survival (under-ground); Restri ct ed:
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, Trap-
building, anyWeapon skills.
CO1l11lN Ci1lCN:
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: Out er garb: detachable hood with flaps sewn into it, per-
mitting the face to be covered; heavy cloak fastened with a decor-
ated brooch; tall boots of heavy leather; these garments are bright
solid colours - scarlet, forest green, indigo blue, golden yellow,
royal purple. Inner garb: a leather jerkin or woolen tunic of a deep
hue (maroon, pine green, navy blue, brownish black); a wool or
linen shirt (usually a deep hue, sometimes white); close fitting
trousers of deep-hued leather or wool; shoes or inner boots of soft
leather.
h^ClkCOND Ci1lCN:
Khazd get 40Talent Points (4 Background Points).
Extra Languages: In addition to the tongues listed above, a dwarf
in exceptional circumstances might learn: Adnaic (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 work-
manship and forged of steel.
Special Status: All available.
CULTURE/RACE OF NORTH-
WESTERN ENDOR
l3
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 Sense: You have the ability to sense the presence of mechan-
ical traps 50%of the time (GM should roll) [15points].
Dwarf Sense: 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 el-
evation 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 in-
cline 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, jew-
els 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 break-
age 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].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Dwarf charact ers gai n the followi ng ski lls during their
adol escent development .
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 1
Armour Medium skil l cat egory 3
Chain skill 3
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 4
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 8
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 4
1 Weapon Based on Cul ture/Race 4
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 148) 40
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: -2
Co: +6
Me: 0
Re: 0
SD: +2
Em: -1
In: 0
Pr: -1
Qu: -2
St: +2
RRMods:
Ess: +40
Chan: 0
Ment: +40
Poison: +20
Disease: +15
Body Dev.
Progression:
07421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
03211
Soul
Departure:
21
Race Type:
1
Recovery
Multiplier:
0.5
CULTURE/RACE OF SOUTH-
WESTERN ENDOR
l1
lH^^D ,Hecs. e| h+eal
,s|. l|+-+:l
Bvor, father of the Stiffbeards awoke beneath the Iron
Mountains before leading his folk to the Ered Angurath. Agroup 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 southin search of there kin.
In the SecondAge 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 Barad-
dr and the nearby town. The delvings of the Ered Angrath were
abandoned and a great migration began to the Ered Harmel. Here
they founded Nmagalz and were content; that is until they heard
reports about mithril in the Ered Laranor (S. YellowMountains).
Here in this great chain of mountains they built Mabld-dm in S.A.
1211. In T.A. 777, Narad-dm is founded in the east of the chain.
Baruzimabl (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), Nlashatr (Path of the Clouds) in
Treddas Mountains, and Khelek-zram in the Pontym Mountains.
iH:lC^l CH^k^C1Ck
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
distanceswith little rest. +21 to exhaustion points.
Height: Males average 44; females 40.
Lifespan: 200-400 years.
Race Abilities: Khazad.
Resistance: Resistance against flame and ice: +30 DB and RR bo-
nuses versus heat and cold attacks.
Special Abilities: Khazd see well in extreme darkness. In the dim-
mest 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.
COl1OkC
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 se-
cured with wraps, woollenpantaloons and sturdy boots when travel-
ling. Inside their shielded halls, they prefer to wear brightly col-
oured woven clothes. Robes of purple or turquoise, fancy hats, and
embroidery, clothing of superior craftsmanship adorned with geo-
metrical 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 man-
oeuvres). They prefer the dry dim environments of their subter-
anean halls to the harsh light of day which is so common in the
Seven lands.
Lifestyle: Khazd are superb miners and craftsmen, and unsur-
passed Stoneworkers. They live in tightly-knit groups and favour
underground cities which are usually cut into rugged hills or moun-
tains.
Marriage Pattern: Monogamous. They marry for life and wid-
owers would never remarry. Only a third of the race is female. The
line is traced through the male.
Religion: Khazd 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 Aul their maker, and believe
that in eachDwarvenKing existsa part of his predecessors.
C1HCk ^C1Ck:
Demeanour: Sober, quiet, possessive, reclusive, suspicious, pugna-
cious, introspective, and often very greedy. Tenacious warriors, they
fight without quarter and never retreat. Each Khazad treats his kind
as brothers and non-Khazd as lesser beings who, one way or an-
other, 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 infull.
Language: Start ing Languages: Khuzdul (S8/W6), Apysaic or
Kiranaic (S5/W5). Al lowed Adolescence Development: Khuzdul
(S10/W10), Apysaic (S10/W10), Kiranaic (S10/W10), Tantrakic
(S6/W6), Mmakanin (S6/W6).
Prejudices: Orcs and Trolls are sworn enemies. Above all other
races, they despise these the most, although they are extremely sus-
picious of mages, Elves and anybody they havent 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 Aul, Khazd 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 train-
ing packages specific to other race/cultures.
Special Skills: Everyman: Caving, Leather-crafts, Metal-crafts,
Mining, Smithing, Stone-crafts, Survival (under-ground); Restri ct ed:
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, Trap-
building, anyWeapon skills.
CO1l11lN Ci1lCN:
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.
h^ClkCOND Ci1lCN:
Khazd 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 SOUTH-
WESTERN ENDOR
l3
contain Channelling spells. Any weapons will be of superior work-
manship 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.
Beardl ess: 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 Sense: You have the ability to sense the presence of mechanical
traps 50%of the time (GMshould roll) [15 points].
Dwarf Sense: You have a superior orienting ability underground. You
always seem to knowthe direction of true north (a special bonus of
+50 to the Direction Sense skill) and the approximate elevation of
hislocation[3points].
Judge of Angl es: You can judge angles and changes in the slant of
relatively uniform, solid surfaces. You can tell the angle of an in-
cline 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 com-
pulsion 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 smit-
ings 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].
Gi ft of Mahal: You have been blessed by Mahal with extraordinary
healing gifts. +77 to all healing related rolls [50 points].
Enchant ed Food: You have a loaf of Cram [3 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Khazad of House Bvor characters gai n the foll owing
skill s during t heir adolescent development.
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 2
Armour Medium skil l cat egory 1
Chain skill 1
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 4
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 1
Stalki ng ski ll 1
Hiding skil l 1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 4
1 Weapon Based on Cul ture/Race 4
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 155) 35
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: -2
Co: +6
Me: 0
Re: 0
SD: +2
Em: -1
In: 0
Pr: -1
Qu: -2
St: +2
RRMods:
Ess: +40
Chan: 0
Ment: +40
Poison: +20
Disease: +15
Body Dev.
Progression:
07421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
03211
Soul
Departure:
21
Race Type:
1
Recovery
Multiplier:
0.5
CULTURE/RACE OF SOUTH-
WESTERN ENDOR
lo
lH^^D ,Hecs. e| 1|.|eal
,s|. l|+-+:l
Thelr, 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 Thelr 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 Bvor predecessors, and
opened newmines.
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 Thelr XIV
(TA 62), who was secretly assassinated by his brother Thulin.
Thelrs 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 Bvors folk in
Nmagalz. Located in the Ered Harmal, the gate to this rich hold
opened eastward, above the waters of HebAaraan and not far from
the Chey lands. It was the greatest Dwarf city in central Endor.
iH:lC^l CH^k^C1Ck
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
distanceswith little rest. +21 to exhaustion points.
Height: Males average 49; females 45.
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: Khazd see well in extreme darkness. In the dim-
mest 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.
COl1OkC
Clothing &Decoration: Very practical. Most enjoy wearing well-
designed garments of wool and linen which are adorned with intric-
ately 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 narrowslit. 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 occasion-
allybraidedin complex patterns like their hair.
Fears & Inabilities: Open water and the Valar Ulmo (Lord of
Waters). They do not normally swim (-50 to Swimming man-
oeuvres).
Lifestyle: They live in subterranean cities in mountains. The King
wields the most power, and with his advisors is ultimately respons-
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, represent-
ing their interests to the Herd-Lord, and in turn, the King. Khazd
are superb miners and craftsmen, and unsurpassed Stoneworkers.
They live in tightly-knit groups and favour underground cities
whichare usually cut into rugged hills or mountains.
Marriage Pattern: Monogamous. Only a third of the race is fe-
male. The line is traced through the male.
Religion: Thelr'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 re-
volve around their association with himand 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 su-
perstitious to outsiders, most are in fact deeply symbolic of the cre-
ation of the Seven Fathers and Mahal's protection of them before
and after their birth.
There is also among Thelr's Folk a great deal of ancestor rever-
ence. 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, Thelr, and
wonder how his coming will change their society. Many have
prophesised that Thelr 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 Nmagalz had been willing to involve themselves in the
politics of the tribes of Man in order to make the lines of commu-
nication in the EredHarmal more secure.
C1HCk ^C1Ck:
Demeanour: 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-Khazd 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, hon-
our them to the letter. The old adage is true: no friend ever did a
Dwarf a favour, no enemya wrong, without being repaid in full.
Language: Starti ng Languages: 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. Al lowed Adolescence Development:
Khuzdul (S10/W10), Chyan (Rank S10/W10), Lynerian (S8/W8).
Prejudices: Theymistrust all other races, especially the Lynr. 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 Aul, Khazd 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 SOUTH-
WESTERN ENDOR
l1
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 train-
ingpackagesspecific to other race/cultures.
Special Skills: Everyman: Caving, Leather-crafts, Metal-crafts,
Mining, Smithing, Stone-crafts, Survival (under-ground); Restricted:
Swimming.
StandardHobby 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, Trap-
building, any Weapon skills.
CO1l11lN Ci1lCN:
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.
h^ClkCOND Ci1lCN:
Khazd get 40 Talent Point s (4 Background Point s).
Extra Languages: In addi tion t o the t ongues l ist ed above, a dwarf in ex-
ceptional ci rcumstances might learn: Adnaic (S4/W4), Apysac (S3/ W3) or
Vulmaw (S3/W3).
Mental Abi lities: All available except ; Telekinesi s, Telepathy.
Mystical Abili ti es: Onl y Danger Sense, Destiny Sense, Magical Resi stance,
Resistance, Undet ectable and Unnatural Aging are available.
Physi cal Abili ti es: All avail abl e.
Speci al Abil ities: All avai labl e except ; Speci al Famil iar, Succour and
Summons.
Special Items: No spell adders or multi pli ers. Spell items may onl y contain
Channel li ng spell s. Any weapons wil l be of superior workmanshi p and
forged of steel.
Special Status: Al l available.
Special Training: All avai lable except; Acrobat and Natural Horseman.
Mental Fl aws: Al l avai lable except; Fear of Armour.
Physi cal Flaws: Al l available except; Visible Aura.
Special Flaws: Al l avai lable except; Dark Tempat ion
Wealth: Gol d pieces or a gem (aquamari ne, t opaz, garnet, peri dot , spinel,
emeral d, amethyst , ruby, sapphire, diamond) of comparabl e val ue.
Beardl ess: You were born wi thout that most important of Dwarven physi cal
t rait s - facial hair. You must learn to deal with the pity shown to you by your
fell ows (the too-l oud voi ces, exaggerated enunciation, painst akingl y slow
speech, and other well-int ent ioned efforts to make it easi er for you to under-
stand them...) [-7 poi nts].
Trap Sense: You have t he abil ity to sense t he presence of mechanical t raps
50%of t he time (GM should roll ) [15 point s].
Dwarf Sense: You have a superi or orienti ng abil ity underground. You al -
ways seem t o know t he directi on of true north (a special bonus of +50 to t he
Di rect ion Sense skil l) and the approxi mat e elevati on of hi s l ocati on [3
points].
Judge of Angles: You can judge angl es and changes i n the sl ant of relatively
uniform, solid surfaces. You can t el l t he angle of an i ncl ine almost i mmedi -
ately. You recei ve a speci al bonus of +25 when at tempti ng t o perceive t raps
or secret doors that are set in walls, floors, or ceilings [5 points].
Ossessive Greed: Your natural joy in the appreciat ion of gems, jewel s and
other arti fi ce has turned ugly. Your avarice has become a compulsi on that
dominat es act ion and thought. You strive t o possess what ever you percei ve
as beautiful , spari ng nothi ng and paying no heed t o t he consequences [-10
points].
Unswerving: Your forthri ght attack wi thholds not hing. You do double nor-
mal concussion damage. However, your boldness may be a drawback, for it
does not occur to you t o ever fi ght defensively. You cannot parry wi th more
t han 10% of your OB. These might y smit ings t ake a tol l on weaponry too.
All weapons have t heir breakage numbers increased by one and checks for
strength are modified by -10 [20 point s].
Gift of Mahal: You have been bl essed by Mahal wi th ext raordinary heali ng
gifts. +77 t o all healing related roll s [50 poi nts].
Enchanted Food: You have a l oaf of Cram [3 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Khazad of House Thelr charact ers gai n the followi ng
skill s during t heir adolescent development.
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 1
Armour Medium skil l cat egory 2
Chain skill 3
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 4
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 4
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 1
Stalki ng ski ll 1
Hiding skil l 1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 4
1 Weapon Based on Cul ture/Race 4
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 132) 40
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: -2
Co: +6
Me: 0
Re: 0
SD: +2
Em: -1
In: 0
Pr: -1
Qu: -2
St: +2
RRMods:
Ess: +40
Chan: 0
Ment: +40
Poison: +20
Disease: +15
Body Dev.
Progression:
07421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
03211
Soul
Departure:
21
Race Type:
1
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
l8
UNDER DEVELOPMENT. NOT AVAILABLE FOR
CHARACTERDESIGN
lH^^D ,Hecs. e| Dac|.l
,s|. l|+-+:l
Drin, 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 secondage, following the
discovery of red laen; they migrated across the river Anduin and
founded Tumn-gabil (Kh. The Great Hollow) under Amon Lanc
(S. The Naked Hill). In S.A. 97 the bulk of the Khazd 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 Mar 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 fromthe mountains.
iH:lC^l CH^k^C1Ck
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 complex-
ion.
Endurance: Tremendous. They can carry great burdens over long
distanceswith little rest. +21 to exhaustion points.
Height: Males average 49; females 45.
Lifespan: 200-400 years.
Race Abilities: Khazad.
Resistance: Resistance against flame and ice: +30 DB and RR bo-
nuses versus heat and cold attacks.
Special Abilities: Khazd see well in extreme darkness. In the dim-
mest 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.
COl1OkC
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 man-
oeuvres).
Lifestyle: Khazd are superb miners and craftsmen, and unsur-
passed Stoneworkers. They live in tightly-knit groups and favour
underground cities which are usually cut into rugged hills or moun-
tains.
Marriage Pattern: Monogamous. Only a third of the race is fe-
male. The line is traced through the male.
Religion: Khazd believe that each lineage has a common spirit
which permeates themall and ties them together. They revere their
ancestors above all other things but Aul their maker, and believe
that in each Dwarven King exists a part of his predecessors. Those
of Durin`s Folk, the Khazd of Moria and the highlands of
Wilderland, believe their Kings to all be one Dwarf - Durin the
Deathless.
C1HCk ^C1Ck:
Demeanour: 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-Khazd 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, hon-
our them to the letter. The old adage is true: no friend ever did a
Dwarf a favour, no enemya wrong, without being repaid in full.
Language: Starting Languages: Khuzdul (S8/W6), ????? (S5/W5),
Silvan (S5/W5). Al l owed Adolescence Development : Khuzdul
(S10/W10).
Prejudices: Orcs, Wargs and Dragons are sworn enemies. Above
all other races, they despise these the most, although they are ex-
tremely 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 Aul, Khazd 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 train-
ing packages specific to other race/cultures.
Special Skills: Everyman: Caving, Leather-crafts, Metal-crafts,
Mining, Smithing, Stone-crafts, Survival (under-ground); Restri ct ed:
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, Trap-
building, anyWeapon skills.
CO1l11lN Ci1lCN:
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: Out er garb: detachable hood with flaps sewn into it, per-
mitting the face to be covered; heavy cloak fastened with a decor-
ated brooch; tall boots of heavy leather; these garments are bright
solid colours - scarlet, forest green, indigo blue, golden yellow,
royal purple. Inner garb: a leather jerkin or woolen tunic of a deep
hue (maroon, pine green, navy blue, brownish black); a wool or
linen shirt (usually a deep hue, sometimes white); close fitting
trousers of deep-hued leather or wool; shoes or inner boots of soft
leather.
h^ClkCOND Ci1lCN:
Khazd get 40 Talent Points (4 Background Poi nts).
Extra Languages: In addi tion to the t ongues li sted above, a dwarf in excep-
ti onal circumst ances might learn: Adnai c (S4/ W4), Apysaic (S4/W4),
Labba (S4/W4) and Umiti c (S5/W5).
Mental Abili ti es: All avail abl e except; Tel eki nesis, Tel epathy.
Mysti cal Abil ities: Only Danger Sense, Desti ny Sense, Magical Resistance,
Resist ance, Undetect abl e and Unnatural Aging are avail abl e.
Physical Abil ities: All avai lable.
Special Abil iti es: Al l avail able except; Special Fami li ar, Succour and
Summons.
Special Items: No spell adders or mul tipl iers. Spel l i tems may only contain
Channell ing spel ls. Any weapons wi ll be of superi or workmanship and
forged of st eel.
Special Status: All availabl e.
CULTURE/RACE OF ENDOR
l9
Special Training: All avai lable except; Acrobat and Natural Horseman.
Mental Fl aws: Al l avai lable except; Fear of Armour.
Physi cal Flaws: Al l available except; Visible Aura.
Special Flaws: Al l avai lable except; Dark Tempat ion
Wealth: Gol d pieces or a gem (aquamari ne, t opaz, garnet, peri dot , spinel,
emeral d, amethyst , ruby, sapphire, diamond) of comparabl e val ue.
Beardl ess: You were born wi thout that most important of Dwarven physi cal
t rait s - facial hair. You must learn to deal with the pity shown to you by your
fell ows (the too-l oud voi ces, exaggerated enunciation, painst akingl y slow
speech, and other well-int ent ioned efforts to make it easi er for you to under-
stand them...) [-7 poi nts].
Trap Sense: You have t he abil ity to sense t he presence of mechanical t raps
50%of t he time (GM should roll ) [15 point s].
Dwarf Sense: You have a superi or orienti ng abil ity underground. You al -
ways seem t o know t he directi on of true north (a special bonus of +50 to t he
Di rect ion Sense skil l) and the approxi mat e elevati on of hi s l ocati on [3
points].
Judge of Angles: You can judge angl es and changes i n the sl ant of relatively
uniform, solid surfaces. You can t el l t he angle of an i ncl ine almost i mmedi -
ately. You recei ve a speci al bonus of +25 when at tempti ng t o perceive t raps
or secret doors that are set in walls, floors, or ceilings [5 points].
Ossessive Greed: Your natural joy in the appreciat ion of gems, jewel s and
other arti fi ce has turned ugly. Your avarice has become a compulsi on that
dominat es act ion and thought. You strive t o possess what ever you percei ve
as beautiful , spari ng nothi ng and paying no heed t o t he consequences [-10
points].
Unswerving: Your forthri ght attack wi thholds not hing. You do double nor-
mal concussion damage. However, your boldness may be a drawback, for it
does not occur to you t o ever fi ght defensively. You cannot parry wi th more
t han 10% of your OB. These might y smit ings t ake a tol l on weaponry too.
Al l weapons have thei r breakage numbers i ncreased by one and checks for
strengt h are modified by -10 [20 points].
Gi ft of Mahal: You have been blessed by Mahal with extraordi nary heal ing
gi fts. +77 to al l heal ing related rolls [50 point s].
Enchant ed Food: You have a loaf of Cram [3 poi nts].
CULTURE/RACE OF ENDOR
2O
UNDER DEVELOPMENT. NOT AVAILABLE FOR
CHARACTERDESIGN
lH^^D ,Hecs. e| h+a|.l
,s|. l|+-+:l
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
Mar succeeded in seizing the caverns of the Dwarves, except for
Khazad-madr 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 kingsarmy was driven fromthe mountains.
iH:lC^l CH^k^C1Ck
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 complex-
ion.
Endurance: Tremendous. They can carry great burdens over long
distanceswith little rest. +21 to exhaustion points.
Height: Males average 49; females 45.
Lifespan: 200-400 years.
Race Abilities: Khazad.
Resistance: Resistance against flame and ice: +30 DB and RR bo-
nuses versus heat and cold attacks.
Special Abilities: Khazd see well in extreme darkness. In the dim-
mest 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.
COl1OkC
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 man-
oeuvres).
Lifestyle: Khazd are superb miners and craftsmen, and unsur-
passed Stoneworkers. They live in tightly-knit groups and favour
underground cities which are usually cut into rugged hills or moun-
tains.
Marriage Pattern: Monogamous. Only a third of the race is fe-
male. The line is traced through the male.
Religion: Khazd believe that each lineage has a common spirit
which permeates themall and ties them together. They revere their
ancestors above all other things but Aul their maker, and believe
that in each Dwarven King exists a part of his predecessors. Those
of Durin`s Folk, the Khazd of Moria and the highlands of
Wilderland, believe their Kings to all be one Dwarf - Durin the
Deathless.
C1HCk ^C1Ck:
Demeanour: 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-Khazd 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, hon-
our them to the letter. The old adage is true: no friend ever did a
Dwarf a favour, no enemya wrong, without being repaid in full.
Language: Starting Languages: Khuzdul (S8/W6), ????? (S5/W5),
Silvan (S5/W5). Al l owed Adolescence Development : Khuzdul
(S10/W10).
Prejudices: Orcs, Wargs and Dragons are sworn enemies. Above all
other races, they despise these the most, although they are ex-
tremely 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 Aul, Khazd 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 train-
ing packages specific to other race/cultures.
Special Skills: Everyman: Caving, Leather-crafts, Metal-crafts,
Mining, Smithing, Stone-crafts, Survival (under-ground); Restri ct ed:
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, Trap-
building, anyWeapon skills.
CO1l11lN Ci1lCN:
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: Out er garb: detachable hood with flaps sewn into it, per-
mitting the face to be covered; heavy cloak fastened with a decor-
ated brooch; tall boots of heavy leather; these garments are bright
solid colours - scarlet, forest green, indigo blue, golden yellow,
royal purple. Inner garb: a leather jerkin or woolen tunic of a deep
hue (maroon, pine green, navy blue, brownish black); a wool or
linen shirt (usually a deep hue, sometimes white); close fitting
trousers of deep-hued leather or wool; shoes or inner boots of soft
leather.
h^ClkCOND Ci1lCN:
Khazd get 40 Talent Points (4 Background Poi nts).
Extra Languages: In addi tion to the t ongues li sted above, a dwarf in excep-
tional ci rcumstances might l earn: .
Mental Abili ti es: All avail abl e except; Tel eki nesis, Tel epathy.
Mysti cal Abil ities: Only Danger Sense, Desti ny Sense, Magical Resistance,
Resist ance, Undetect abl e and Unnatural Aging are avail abl e.
Physical Abil ities: All avai lable.
Special Abil iti es: Al l avail able except; Special Fami li ar, Succour and
Summons.
Special Items: No spell adders or mul tipl iers. Spel l i tems may only contain
Channell ing spel ls. Any weapons wi ll be of superi or workmanship and
forged of st eel.
Special Status: All availabl e.
Special Trai ni ng: Al l available except; Acrobat and Nat ural Horseman.
Mental Flaws: All available except ; Fear of Armour.
Physical Flaws: All avail abl e except ; Vi sibl e Aura.
Special Flaws: All available except ; Dark Tempation
Weal th: Gold pieces or a gem (aquamarine, topaz, garnet , peridot, spi nel,
emerald, amethyst, ruby, sapphire, diamond) of comparable value.
CULTURE/RACE OF ENDOR
2l
Beardl ess: You were born wi thout that most important of Dwarven physi cal
t rait s - facial hair. You must learn to deal with the pity shown to you by your
fell ows (the too-l oud voi ces, exaggerated enunciation, painst akingl y slow
speech, and other well-int ent ioned efforts to make it easi er for you to under-
stand them...) [-7 poi nts].
Trap Sense: You have t he abil ity to sense t he presence of mechanical t raps
50%of t he time (GM should roll ) [15 point s].
Dwarf Sense: You have a superi or orienti ng abil ity underground. You al -
ways seem t o know t he directi on of true north (a special bonus of +50 to t he
Di rect ion Sense skil l) and the approxi mat e elevati on of hi s l ocati on [3
points].
Judge of Angles: You can judge angl es and changes i n the sl ant of relatively
uniform, solid surfaces. You can t el l t he angle of an i ncl ine almost i mmedi -
ately. You recei ve a speci al bonus of +25 when at tempti ng t o perceive t raps
or secret doors that are set in walls, floors, or ceilings [5 points].
Ossessive Greed: Your natural joy in the appreciat ion of gems, jewel s and
other arti fi ce has turned ugly. Your avarice has become a compulsi on that
dominat es act ion and thought. You strive t o possess what ever you percei ve
as beautiful , spari ng nothi ng and paying no heed t o t he consequences [-10
points].
Unswerving: Your forthri ght attack wi thholds not hing. You do double nor-
mal concussion damage. However, your boldness may be a drawback, for it
does not occur to you t o ever fi ght defensively. You cannot parry wi th more
t han 10% of your OB. These might y smit ings t ake a tol l on weaponry too.
Al l weapons have thei r breakage numbers i ncreased by one and checks for
strengt h are modified by -10 [20 points].
Gi ft of Mahal: You have been blessed by Mahal with extraordi nary heal ing
gi fts. +77 to al l heal ing related rolls [50 point s].
Enchant ed Food: You have a loaf of Cram [3 poi nts].
22
CULTURE/RACE OF NORTH-
WESTERN ENDOR
iC11Du^kVC:
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
Mm, is mentioned in the Elvish histories of those times. However,
a fewfled 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 ThirdAge 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 fewPetty-dwarves in any land, so they were inevitably
preyed upon by stronger races.
iH:lC^l CH^k^C1Ck
Build: Short and stocky, with bowed shoulders.
Coloring: Dark brown togray. Ruddy complexion.
Endurance: Exceptional. They carry medium burdens over long
distanceswith 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'.
COl1OkC
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 man-
euvers).
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.
C1HCk ^C1Ck:
Demeanor: Quiet, possessive, greedy, suspicious, and often treach-
erous. 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 them-
selves, they speak Khuzdul (S8/W6), the secret tongue of all
Dwarves. Al lowed Adolescence 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, Drughn, Wegech, spell-users (pure/hybrid/semi) using
the realm of Mentalism. Unlike other Dwarves, the Petty-dwarves
do produce Mages onrare occasions.
Training Packages: All available except, Amateur Mage,
Astronomer, Apothecary, Burglar, Beastmasster, Cut Purse,
Midwife, Sailor, Shaman Priest, Surgeon, Spy, Zealot and the train-
ing packages specific to other race/cultures.
Special Skills: Everyman: First Aid, Stalking, hiding, Observation,
choose any two skills from the Outdoor Envoromental skill cat-
egory, Restricted: 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, cav-
ing, contortions, cookery, foraging, first aid, trickery. play instru-
ment, Jumping, sprinting, tumbling, Weapon smithing, gold smith-
ing, 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: Out er garb: detachable hood with flaps sewn into it, per-
mitting the face to be covered; heavy cloak fastened with a brooch;
boots of heavy leather; these garments are solid dark colors. Inner
garb: 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.
h^ClkCOND Ci1lCN:
Petty-dwarves get 55 Talent Points (5 Background Points).
Extra Languages: In addition to the tongues listed above, a Petty-
dwarf 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
CULTURE/RACE OF NORTH-
WESTERN ENDOR
23
value.
Trap Sense: You have the ability to sense the presence of mechanical
traps 50%of the time (GMshould roll) [15 points].
Dwarf Sense: You have a superior orienting ability underground. You
always seem to knowthe direction of true north (a special bonus of
+50 to the Direction Sense skill) and the approximate elevation of
hislocation[3points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Pet ty-dwarf charact ers gain the followi ng ski lls duri ng
t hei r adol escent development .
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 1
Armour Medium skil l cat egory 1
Chain skill 1
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 2
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 6
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 1
Ambush 1
Subterfuge Stealt h ski ll category 3
Stalki ng ski ll 3
Hiding skil l 3
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 2
1 Weapon Based on Cul ture/Race 2
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 51) 55
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: -2
Co: +3
Me: 0
Re: 0
SD: 0
Em: -4
In: 0
Pr: -6
Qu: -2
St: 0
RRMods:
Ess: +30
Chan: 0
Ment: +30
Poison: +15
Disease: +15
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
05322
Essence
PP Dev.
Progresseion:
03211
Mentalism
PP Dev.
Progression:
03211
Soul
Departure:
216
Race Type:
1
Recovery
Multiplier:
0.75
21
CULTURE/RACE OF NORTH-
WESTERN ENDOR
OOll
,s|. O.|cl
They live in the woods and highlands to the east of the
Lossoth, in the bitterly cold regions of north central Middle-
earth. 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 Worms 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.
iH:lC^l CH^k^C1Ck
Build: Strong and compact, with large features and consid-
erable 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 warmor hot climates.
Height: Males average 49; females 45.
Lifespan: 100-200 years.
Race Abilities: Umli.
Resistance: Umli have +30 DB and RRversus cold/ice attacks and
-15 DBand RRversus heat/fire attacks.
Special Abilities: Umli need sleep but three hours a day.
In the cold (below 35F), they halve any encumbrance penalties;
above 90F they suffer double encumbrance penalties.
COl1OkC
Clothing & Decoration: Fur-lined skin coats, thick shirts, mittens,
thick pants, heavyboots 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 Aul (who they call Mahlic) above all others.
C1HCk ^C1Ck:
Demeanour: Possessive, persevering, stubborn, fierce and yet
quiet.
Language: Starting Languages: They speak Umitic (S8/W8). Some
Umli know a little Labba (S4/W4), Westron (S4/W4) or Khuzdul
(S2/W2). Al lowed Adolescence Development : 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 Drughn, Kekhavra, Vracara,
Wegech.
Training Packages: All available except Alchemist, Beastmaster,
Burgl ar, Cut purse,
Conman, Far me r,
innkeeper, Midwife, Sailor,
Shaman Pri est, Spy,
Surgeon and the training
packages specific to other
race/cultures.
Special Skills: Everyman:
Foraging, tracking, sur-
vival (tundra) Rest ri ct ed:
All skills in the Urban cat-
egory.
Standard Hobby Skills:
any armour skills, ant
weapon skills, tracking,
attunement, read runes,
directed spells, spell lists,
Stalking, hiding, observa-
tion, body development,
caving, foraging, rope mas-
tery, weather watching,
dancing, tale telling, skat-
ing, skiing, bone carving
[crafts], leather-crafts,
smithing, trap building,
wood carving [craft], public speaking, survival (tundra).
CO1l11lN Ci1lCN:
Weapons: Dagger, hand axe, short sword, club, war hammer, mace,
whip, bola, composite bow, short bow, sling, battle axe, flail, quar-
terstaff, 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: Out er garb: long, fur-lined coat made fromthe pelts of the
polar bear, seal, white fox, artic hare, or snowlion; 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.
Inner garb: 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.
h^ClkCOND Ci1lCN:
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 ma-
terials common inthe Far North: hides, bone, wood, bronze, iron.
Special Status: None available.
Special Training: All available.
Wealth: Goodswhich 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 NORTH-
WESTERN ENDOR
23
Physical Flaws: All available.
Special Flaws: All available.
Recal l: When you need to remember something, roll d100 (open-
ended) 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].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 3
Soft Leather skil l 3
Rigid Leat her skill 3
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manouevres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 5
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 1
Stalki ng ski ll 1
Hiding skil l 1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 3
1 Weapon Based on Cul ture/Race 3
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 100) 50
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: 0
Em: 0
In: +2
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: +20
Chan: 0
Ment: +20
Poison: +5
Disease: +5
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progression:
05322
Mentalism
PP Dev.
Progression:
06432
Soul
Departure:
16
Race Type:
1
Recovery
Multiplier:
0.75
2o
CULTURE/RACE OF NORTH-
WESTERN ENDOR
^V^kl
, s|. ^+al
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 Morgoths Shadowswept
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 fromthe wild Men who dominated most of the lands. They
became known as the Silvan or Wood-elves.
iH:lC^l CH^k^C1Ck
Build: Most are slight of build, and all are thin by mannish stand-
ards. 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 variationamong 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 nights 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 re-
ferred to them as people of the stars with good reason.
Height: Males average 60"; females, 59".
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 res-
istant to extremes of natural cold, their clothing is usually for decor-
ation, 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 and100' fairly
well. However, in absolute darkness they are no better than Men.
Their sense of hearing is also superb (+10 toAwareness manoeuvres
involving only hearing), and no doubt accounts for the Elven skills
with music. Their reverence for song is unparalleled and has af-
fected 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.
COl1OkC
Clothing & Decoration: Their preferred clothes are usually forest
green, grey, or brown, and range fromfunctional designs to fanciful
expressions of individual creativity. Their garments lack the formal-
ity 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 bythe Noldors or Sindar. Still, all the Silvan folkenjoy 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 Orom, the HUntsman and Tamer of
Beasts
C1HCk ^C1Ck:
Demeanor: They are a fun-loving but guarded folk. Outward mirth
often hides their grim intentions.
Language: St art ing Languages: 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). Al lowed Adolescence Development: Sindarin (S10/W10),
Westron (S10/W10), Quenya (S10/W10), Adnaic (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 rela-
tions with Men. They despise Orcs, dislike Dwarves, and are suspi-
ciousof Men.
Professions: Of all the Elven groups, they are the quickest to em-
ploy 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, Drughn, 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, Wood-
crafting; Restricted: 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, Star-
gazing, Surfing, Swimming, Tracking, any Weapon skills, Weather-
watching, Weaving [Crafts], Wood-Crafting.
CO1l11lN Ci1lCN:
Armour: Any. Silvan Elves are a varied group. Some prefer en-
chanted leather armour, while others favour no protective garb, and
guard themselves instead with spells.
Clothing: Weapon-users: silk or cotton blouse (white, beige, pale
CULTURE/RACE OF NORTH-
WESTERN ENDOR
21
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 froma 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.
h^ClkCOND Ci1lCN:
Silvan Elves get 20 Talent Points(2Background 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.
Way of t he Woods: You have a special affinity with trees and wood-
land foliage; all physical activities performed by you get a special
+15 bonus when in forested terrain[10 points].
Total Recal l: You have an excellent memory. You gain a special
bonus of +35 to your Mnemonics skill and a special bonus of +2 to
your Memorystat bonus [20points].
Transcender: 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 fromthe forrests of Lothlrien. [3 points]
Miruvor Cordi al: You have been gifted with a bottle of this refreshing
and envigorating drink [3 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 3
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 2
Awareness Perceptions skil l cat egory 0
Alert ness skil l 6
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 1
Combat Manoeuvres 0
Mount ed Combat 0
Communi cati ons ski ll category 2
Language ski lls 12
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 5
Power Awareness ski ll category 1
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 2
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 3
1 Weapon Based on Cul ture/Race 3
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 10
Talent Poi nts (cost: 248) 20
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: +4
Co: 0
Me: +2
Re: 0
SD: -5
Em: +2
In: +2
Pr: +2
Qu: +2
St: 0
RRMods:
Ess: -5
Chan: -5
Ment: -5
Poison: +10
Disease: +100
Body Dev.
Progression:
07321
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
07654
Mentalism
PP Dev.
Progression:
06543
Soul
Departure:
3
Race Type:
3
Recovery
Multiplier:
1.5
28
CULTURE/RACE OF NORTH-
WESTERN ENDOR
lC::lDll
, s|. less.:.|l
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 themto 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.
iH:lC^l CH^k^C1Ckl:1lC:
Build: While more muscular than their kinsfolk in the South, the
Snow-elves do not quite equal the stature of the Sindar. Males aver-
age about 175 lbs, with females, only slightly less well-built, aver-
aging 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 considerablyfrom 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 themmore 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 snowas 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 af-
fected by snowand cold (e.g.: Stalking, Hiding, Combat, etc.).
Lossidil share the superb vision of all Elves, which enables themto
see on a star-lit or moonlit night, as if full it were daylight. Their
vision is restricted with less light-with anylight 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 toAwareness manoeuvres
involving only hearing), and no doubt accounts for the Elven skills
with music. Their reverence for song is unparalleled and has af-
fected 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.
COl1OkC
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
such as brooches, rings, bracelets and other jewelry as the mood
takes them.
Fears andInabilities: 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 fewchose 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.
C1HCk ^C1Ck:
Demeanor: True to their Nandorin roots, the Snow-elves are great
lovers of freedom, an attitude strengthened by their historical re-
sentment 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 showstronger emotions. While generally peaceful, generous
and loving, anger and jealousy are not unknown among them.
Language: Starti ng Languages: The Snow-elves speak their own
tongue Lossidilrin (S10/W10). Most also know Labba (S7/W7).
Adolescent Skil l Devel opment : Labba (S9/W9), Umitic (S5/W5), Urdic
(S5/W5).
Prejudices: The Snow-elves hate all creatures of Morgoth and min-
ions 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, Drughn, 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: Everyman: Skiing, Weather-watching Rest ri cted:
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.
CO1l11lN Ci1lCN:
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). Otherscan acquire soft and rigidleather.
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.
h^ClkCOND Ci1lCN:
Lossidil receive 20 Talent Points (2 Background Options).
Extra Languages: The languages that Lossidil may learn are re-
stricted by their isolation. Afewlearn Sindarin (S5/W4).
Mental Abilities: All available.
Mystical Abilities: All available.
Physical Abilities: All available.
CULTURE/RACE OF NORTH-
WESTERN ENDOR
29
Special Abilities: All available.
Special Items: All available. Especially powerful items may be
artifacts from earlier ages or relicsof 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]
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 2
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 3
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 6
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 4
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 7
Power Awareness ski ll category 1
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 2
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 3
1 Weapon Based on Cul ture/Race 3
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 3
1 Weapon Based on Cul ture/Race 3
Hobby Ranks (see Secti on 13.0) 10
Talent Poi nts (cost: 248) 20
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: +4
Co: 0
Me: +2
Re: 0
SD: -5
Em: +2
In: +2
Pr: +2
Qu: +2
St: 0
RRMods:
Ess: -5
Chan: -5
Ment: -5
Poison: +10
Disease: +100
Body Dev.
Progression:
07321
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
07654
Mentalism
PP Dev.
Progression:
06543
Soul
Departure:
3
Race Type:
3
Recovery
Multiplier:
1.5
3O
CULTURE/RACE OF NORTH-
WESTERN ENDOR
N^NDCk
,s|. N+.:el
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
forrestedlands they found there.
The Nandor, although technically among the Eldar because of
their Teler heritage, never came to the Undying Lands, nor wit-
nessed the light of the Two Trees. Thus they are considered to be
Moriquendi (S. dark elves).
iH:lC^l CH^k^C1Ck
Build: Most are slight of build, and all are thin by mannish stand-
ards. 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 nights 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 re-
ferred to them as people of the stars with good reason.
Height: Males average 65"; females, 61".
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 res-
istant to extremes of natural cold, their clothing is usually for decor-
ation, 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 and100' fairly
well. However, in absolute darkness they are no better than Men.
Their sense of hearing is also superb (+10 toAwareness manoeuvres
involving only hearing), and no doubt accounts for the Elven skills
with music. Their reverence for song is unparalleled and has af-
fected 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.
COl1OkC
Clothing & Decoration: Their preferred clothes are usually forest
green, grey, or brown, and range fromfunctional designs to fanciful
expressions of individual creativity. Their garments lack the formal-
ity 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 bythe Noldors or Sindar. Still, all the Silvan folkenjoy 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 Orom, the Huntsman and Tamer of Beasts
C1HCk ^C1Ck:
Demeanor: They are a fun-loving but guarded folk. Outward mirth
often hides their grim intentions.
Language: Starti ng Languages: Bethteur (S10/W10), is their fa-
voured language. The Silvan Elves of Mirkwood and Lothlrien,
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 knowwestron (S8/W6),
and a little Quenya (S4/W4). All owed Adolescence Devel opment:
Sindarin (S10/W10), Westron (S10/W10), Quenya (S10/W10),
Adnaic (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 em-
ploy 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, Drughn, 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, Wood-
crafting; Restricted: 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, Star-
gazing, Surfing, Swimming, Tracking, any Weapon skills, Weather-
watching, Weaving [Crafts], Wood-Crafting.
CO1l11lN Ci1lCN:
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: Weapon-users: 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, strapsaround the limbs to
CULTURE/RACE OF NORTH-
WESTERN ENDOR
3l
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 froma 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.
h^ClkCOND Ci1lCN:
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.
Way of t he Woods: You have a special affinity with trees and wood-
land foliage; all physical activities performed by you get a special
+15 bonus when in forested terrain[10 points].
Total Recal l: You have an excellent memory. You gain a special
bonus of +35 to your Mnemonics skill and a special bonus of +2 to
your Memorystat bonus [20points].
Transcender: 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 fromthe forrests of Lothlrien. [3 points]
Miruvor Cordi al: You have been gifted with a bottle of this refreshing
and envigorating drink [3 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 3
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 2
Awareness Perceptions skil l cat egory 0
Alert ness skil l 6
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 1
Combat Manoeuvres 0
Mount ed Combat 0
Communi cati ons ski ll category 2
Language ski lls 12
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 5
Power Awareness ski ll category 1
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 2
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 3
1 Weapon Based on Cul ture/Race 3
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 10
Talent Poi nts (cost: 230) 20
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: +4
Co: +2
Me: +2
Re: 0
SD: -5
Em: +2
In: +2
Pr: +2
Qu: +3
St: 0
RRMods:
Ess: -5
Chan: -5
Ment: -5
Poison: +10
Disease: +100
Body Dev.
Progression:
07321
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
07654
Mentalism
PP Dev.
Progression:
06543
Soul
Departure:
2
Race Type:
4
Recovery
Multiplier:
2.0
32
CULTURE/RACE OF NORTH-
WESTERN ENDOR
NClDCk
,s|. Ne|:el
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 Nmin (Adan label).
Finw was the first King of the Noldor, which is counted among
the Eldar as the Second Kindred. Finws sons - Fanor, Fingolfin
and Finarfin - produced the three traditional lines which compose
the whole of the Noldor.
iH:lC^l CH^k^C1Ck
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 be-
tray 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 nights 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 re-
ferred to them as people of the stars with good reason.
Height: Males average 67"; females, 63".
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 res-
istant to extremes of natural cold, their clothing is usually for decor-
ation, 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 and100' fairly
well. However, in absolute darkness they are no better than Men.
Their sense of hearing is also superb (+10 toAwareness manoeuvres
involving only hearing), and no doubt accounts for the Elven skills
with music. Their reverence for song is unparalleled and has af-
fected 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 qual-
ity 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
HealingSongs skills.
COl1OkC
Clothing &Decoration: They favour rich clothing and fine craft-
manship, 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 crafts-
men who are fast friends of Aul. The smith imbued them with a
heightened respect for physical objects. It is not surprising, then, to
find that the Noldor revere Aul more than any other Vala, save
Varda herself. Like all Elves they worship Varda as giver of light
and maker of the stars.
C1HCk ^C1Ck:
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 know-
ledge, the Noldor have often fallen prey to lust, corruption and
strife.
Language: Start ing Languages: Quenya (S10/W10) (Q. The
Speech pronounced Kwen-ya), is mainly used in their own en-
virons. For speech outside of their own quiet territory, the Noldor
employ Sindarin (S8/W6). When dealing with Men or races unac-
quainted with Sindarin, they rely on the common tongue of Westron
(S8/W6) or more rarely, the Adnaic (S6/W4) of the Dnedain.
All owed Adol escence Development : Sindarin (S10/W10), Westron
(S10/W10), Adnaic (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 non-
Dnedan 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, Drughn, 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: all skills within the Crafts category;
Restricted: 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, observa-
tions, play instruments, poetic improvisation, public speaking, read
runes, riding, sewing, singing, spell lists, star-gazing, any weapon
skills, weather-watching.
CULTURE/RACE OF NORTH-
WESTERN ENDOR
33
CO1l11lN Ci1lCN:
Armour: Any. Noldor prefer to derive the protection given by ar-
mour from magical items (rings, bracelets, tiaras) where such are
available rather than fromencumbering leather or metal.
Clothing: Mal es: 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
appliqud with geometric or weapon-inspired motifs; velvet or bro-
cade 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.
Femal e: 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 appliqud 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 bymales.
Weapons: Dagger, broadsword, mace, composite bow, long bow,
flail, two-handed sword, quarterstaff, javelin, lance, falchion, foil,
main gauche, rapier, bastard sword.
h^ClkCOND Ci1lCN:
Since t he Noldor are Elves and ti ed by t heir immort ali ty t o the Song of
Creati on, they are strongly bound to Fat e and get only 15 Talent Point s (1
Background Option).
Extra Languages: In addit ion t o the t ongues l ist ed above, a Nol do might
i n unusual ci rcumstances l earn: Logathig (S6/W6), Bl ack speech (S6/ W6),
Eothrik (between T.A. 1 - 1856), Eot hirric (bet ween T.A. 1856 - 2510),
Rohirric (S6/ W6) (T.A. 2510 onwards).
Mental Abilities: All available.
Mystical Abilities:Al l avai lable except Unnatural Aging.
Physical Abilities:Al l avai lable.
Special Abilities: All available.
Special Items: All avai labl e. Most should be construct ed from fine or
rare materials: ardarcer, arborang (hi gh steel ), arheled (high glass), borang
(lowsteel ), silver, galvorn, gol d, mi thril, gems.
Special Status: All available.
Special Training:Al l avai lable.
Wealth: Gems (peridot , aquamari ne, beryl, cit ri ne, t ourmali ne, amethyst,
di amond, emeral d, opal, sapphi re).
Mental Flaws:Al l avai lable.
Physical Flaws: All avail abl e.
Special Flaws:Al l avai lable.
Sensi tive t o t he Essence: You are aware of how the Essence pool s and
fl ows; t his sensi tivit y al lows you to be aware of t he presence of any en-
chant ments or spell s (cast by Essence or Mentalism users only) wit hin 50
feet (when he concent rat es) [15 ponts].
Tot al Recall : You have an excel lent memory. You gain a special bonus of
+35 t o your Mnemonics ski ll and a special bonus of +2 to your Memory stat
bonus [20 poi nts].
Transcender: You can work magi c despi t e weari ng gear of war.
Modifications to your spel l casti ng st at ic manoeuvres due t o armour or hel -
met are reduced by 25% [35 points].
Aura of Aman (minor): One or bot h of youre parents were born i n Aman.
The aura of sanct it y of t he Undyi ng lands blessed t hem wit h curat ive
powers. Some of thi s power has passed down t o you, t heir offspri ng. Your
curati ve powers are equivalent t o t he Healer spel l lists Blood Ways, Bone
Ways, Muscle Ways, and Open Channelli ng spell list Puri ficati ons, all at 5th
l evel . It costs 2 exhaust ion point s per spel l l evel to perform a cure and you
must be t ouchi ng your pati ent [20 point s].
Aura of Aman (maj or): As Aura of Aman (mi nor), except you were born in
Aman (whi ch makes you over 5081 years ol d, at least) and the l evel is 10th
[40 point s].
Nol dori n Heal er: You have been trained in the Noldori n heali ng t raditi on.
You get First Ai d as an occupat ional ski ll and 3 other heali ng skill s t reated
as everyman. Al so +10 to all healing skill s and +10 t o Heali ng Meditati on
and Healing Songs [20 pont s].
Lembas Bread: You have been gi fted wit h some of thi s enchanted bread
from the forrests of Lothlri en [3 points].
Mi ruvor Cordial: You have been gifted with a bot tl e of this refreshing and
envigorat ing dri nk [3 point s].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 2
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 6
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 1
Combat Manouevres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 4
Language ski lls 20
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 3
Power Awareness ski ll category 3
Sci ence/Analyti c Basic skil l cat egory 2
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 4
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 2
Stalki ng ski ll 2
Hiding skil l 2
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 6
Talent Poi nts (cost: 274) 15
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: +4
Co: +4
Me: +2
Re: 0
SD: -5
Em: +2
In: +2
Pr: +6
Qu: +6
St: 0
RRMods:
Ess: -5
Chan: -5
Ment: -5
Poison: +10
Disease: +100
Body Dev.
Progression:
07321
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
07654
Mntalism
PP Dev.
Progression:
06543
Soul
Departure:
1
Race Type:
5
Recovery
Multiplier:
3.0
31
CULTURE/RACE OF NORTH-
WESTERN ENDOR
:lND^k
,s|. :|.:+l
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 Middle-
earth. They, like the Nando and
Avari, are part of the Moriquendi,
the Dark Elves who never saw
the Light of Valinor.
iH:lC^l CH^k^C1Ck
Build: Thin when compared to Men, the Sindar are nearly as tall as
the Noldor but are generally slighter of build. They are more mus-
cular 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 nights 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 re-
ferred to them as people of the stars with good reason.
Height: Males average 65"; females, 61.
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 res-
istant to extremes of natural cold, their clothing is usually for decor-
ation, 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 and100' fairly
well. However, in absolute darkness they are no better than Men.
Their sense of hearing is also superb (+10 toAwareness manoeuvres
involving only hearing), and no doubt accounts for the Elven skills
with music. Their reverence for song is unparalleled and has af-
fected 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 thanthe Vanyar or Silvan Elves, and are
less skilled in forging or crafts than the Noldor. Nonetheless, they
are adept at all the arts and excel in their special provinces. No race
builds better boats or ships.
COl1OkC
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 Middles-
earths Elves. They are great teachers and borrowers and have an
interest in the works of all races. This is in contrast to the more in-
quisitive 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. Suchunions 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.
C1HCk ^C1Ck:
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: Starti ng Languages: Sindarin (S10/W10), Westron
(S8/W6), Bethteur (S8/W6), Quenya (S6/W4). Al lowed Adolescence
Devel opment : Westron (S10/W10), Bethteur (S10/W10), Quenya
(S8/W8), Adnaic (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, Drughn, 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: Everyman: Research, Public Speaking, Sailing;
Restricted: 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.
CO1l11lN Ci1lCN:
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 ar-
mour 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 NORTH-
WESTERN ENDOR
33
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 frommid-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 appliquare 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).
h^ClkCOND Ci1lCN:
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 fromfine 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-of-
pearl, white spinelfire opal, diamond, pearl, moon stone).
Mental Flaws: All available.
Physical Flaws: All available.
Special Flaws: All available.
Total Recal l: You have an excellent memory. You gain a special
bonus of +35 to your Mnemonics skill and a special bonus of +2 to
your Memorystat bonus [20points].
Transcender: 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].
Sindari n Heal er: 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 medita-
tion and Healing Songs [20points].
Lembas Bread: You have been gifted with some of this enchanted
bread fromthe forrests of Lothlrien [3 points].
Miruvor Cordi al: You have been gifted with a bottle of this refreshing
and envigorating drink [3 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 2
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 6
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 1
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 3
Language ski lls 16
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 4
Power Awareness ski ll category 2
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 3
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 3
Stalki ng ski ll 3
Hiding skil l 3
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 8
Talent Poi nts (cost: 223) 25
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: +4
Co: +2
Me: +2
Re: 0
SD: -5
Em: +2
In: +2
Pr: +4
Qu: +4
St: 0
RRMods:
Ess: -5
Chan: -5
Ment: -5
Poison: +10
Disease: +100
Body Dev.
Progression:
07321
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
07654
Mentalism
PP Dev.
Progression:
06543
Soul
Departure:
2
Race Type:
4
Recovery
Multiplier:
2.0
3o
CULTURE/RACE OF NORTH-
WESTERN ENDOR
H^lClVC:
,i.a.:|.|l
Half-elves are a rare breed, the offspring
of Men and Elves. While the Dnedain,
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 Nmenor - opted for mortality. Those who
become men receive the Gift of Death and are
not bound to Fate like their Elven kin.
iH:lC^l CH^k^C1Ck
Build: Strong and slender, thinner than Men but stouter than Elves.
They have thin, angular features. Males average 190 pounds, fe-
males 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 63", females 511"
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 isavailable).
COl1OkC
Clothing & Decoration: Varies, although it is generally well-made
and beautifully and subtly adorned. Favoured colours are deep blues
and greens, greys andgrey-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 Orom above all others.
Those who live by the sea hold Ulmodear.
C1HCk ^C1Ck:
Demeanour: Patient, reserved, considerate, balanced, mellow, and
thoughtful.
Language: Starting Languages: Sindarin (S8/W6), Westron
(S8/W6), Quenya (S6/W5). Allowed Adolescence Development:
Sindarin (S10/W10), Westron (S10/W10), Quenya (S10/W10),
Adnaic (S10/W10), Silvan (S10/W10).
Prejudices: Orcs are their sworn enemies.
Professions: All available except Barbarian, Drughn, 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
Handling, any Armour
skills, Boat Piloting,
Cul t u re Lor e ,
Diplomacy, First Aid,
Fletching, Foraging,
Hiding, History,
L e a d e r s h i p ,
Medit at ion, Pl ay
Instrument, any Power
Awareness skills,
Publi c Speaking,
Region Lore, Riding,
Sewi ng, Si nging,
Skati ng, Skii ng,
Sprinting, Stalking,
S t a r - g a z i n g ,
Swi mming, Tal e
Telling, Tracking, any Weapon skills, Weather-watching.
CO1l11lN Ci1lCN:
Weapons: Dagger, broadsword, long sword, war hammer, mace,
morning star, composite bow, crossbow, battle-axe, flail, quarter-
staff, 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 lamel-
lar.
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 heavysilk (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; slip-
pers 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).
h^ClkCOND Ci1lCN:
Half-elves only 45Talent 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 NORTH-
WESTERN ENDOR
31
Sense Enemy: You can sense (either knowingly or Unknowingly)
when minionsof Sauron are within 500 feet [25 points].
Lembas Bread: You have been gifted with some of this enchanted
bread fromthe forrests of Lothlrien [3 points].
Miruvor Cordi al: You have been gifted with a bottle of this refreshing
and envigorating drink [3 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 1
Armour Medium ski ll category 1
Chain skill 1
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 1
Combat manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 3
Language ski lls 8
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 3
Power Awareness ski ll category 1
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 2
Stalki ng ski ll 2
Hiding skil l 2
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 10
Talent Poi nts (cost: immortal 112/mort al 102) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: +2
Co: +2
Me: 0
Re: 0
SD: -3
Em: 0
In: 0
Pr: +2
Qu: +4
St: +2
RRMods:
Ess: -5
Chan: -5
Ment: -5
Poison: +5
Disease: +50
Body Dev.
Progression:
07321
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07543
Soul
Departure:
6
Race Type:
3
Recovery
Multiplier:
1.5
38
CULTURE/RACE OF NORTH-
WESTERN ENDOR
HChhl1:
,lc:c|l
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 burrowand dig and reside In holes, thus their name Kuduk,
which means
h o l e -
d we l l e r
(from their
a n c i e n t
R o va n i on
Hob bi t i sh
Kd-dkan).
The tradi-
t i o n a l
W e s t r o n
na me for
Hobbit s is
Banakil (W. Halfling). Also known as Periannath (sing. Perian),
Holbytla (Ro. hole-builder)
iH:lC^l CH^k^C1Ck
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, andFallohides.
The Fallohides are the tallest (average: males, 39, 65 pounds; fe-
males 37, 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, 35, 54 pounds; females 33, 51 pounds) and
the darkest in colour, having brown skin and hair. Neat and uni-
formly 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, 37 66 pounds; females 35 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 35", females average 33".
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 RRmodification).
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).
COl1OkC
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 burrowand dig and reside in holes.
They are capable craftsmen, but are not friends of complex ma-
chines 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 suc-
cessful; in the face of wars, plagues, and famines they have sur-
vivedrelatively 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 flat-
land's. Accordingly, their preferences have had an effect on their
living patterns. The conservative Harfoots, for instance, have al-
ways 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 crafts-
men. Workshops and sheds dot their territories, uniformly lowstruc-
tures, for the hobbits hate towers and rarely build above the first
story.
In the Shire (K. Sza) 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 in-
formal. It is actually a series of joyful celebrations centring on the
gifts of Nature. Mid-years (midsummers) is the time for the sum-
mer 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 to-
ward spring. Harvest times, of course, are always of special note.
C1HCk ^C1Ck:
Demeanour: Hobbits are basically cheery, conservative, unassum-
ing, and peaceful folk. Ambition is not part of their makeup. Most
are conformists who avoid the unknown and shun adventure, prefer-
ring instead to stay within the comforts of neat, humble villages.
Language: St art ing Languages: Kuduk (S8/W6) Al lowed Adolescence
Devel opment: Kuduk (S10/W10), Westron(S 10/W10), Adnaic
(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
skillswithin the Crafts category, Horticulture; Rest ricted: None.
Standard Hobby Skills: Acrobatics, Animal Handl ing,
Anthropology (Genealogy), Appraisal, Athletic Games (Gymnastic-
horseshoes), 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 NORTH-
WESTERN ENDOR
39
Scaling, Sewing, Skating, stalk/hide, Star-gazing, Stilt-walking,
Tale Telling, Tracking, Weather Watching, Wood-crafts.
CO1l11lN Ci1lCN:
Armour: None, or soft or rigid leather. Only in rare circumstance
will a Hobbit acquire something like Bilbos shirt of Elven chain
mail.
Clothing: Mal es: white or cream linen shirt; colourful (roual blue,
scarlet, grass green) waistcoat or vest, often embellished with em-
broidery or made froman 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.
Femal es: 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 creamlinen apron.
Weapons: Dagger, hand axe, short sword, club, short bow, sling,
blackjack, pilum.
h^ClkCOND Ci1lCN:
Those Hobbits who dare venture away from home are assumed to
be extraordinary, and get 45 Talent Points(4Backgroud 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 on-
wards), 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 andSuccur.
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: Goldpieces 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.
Tenderfoot: 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 fel-
lows. You have a special modifier of -2 to your St stat bonus [-10
points].
St eal thy: You exemplify the natural sneakiness of your race. You are
able to walk noiselessly and seemingly vanish at will. You gain spe-
cial 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]
Gardener: You have a green thumb. You grow giant, tasty mush-
rooms 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].
Gourmand: 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].
Dwarf Friend: 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 immedi-
ately respected by any Elf you meet. You gain a special bonus of +5
to your Pr stat bonus when dealing with Elves, and you knowthree
extra ranks in the Elvish language of your choice [17 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 2
Awareness Perceptions skil l cat egory 0
Alert ness skil l 8
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 2
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 1
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 5
Stalki ng ski ll 5
Hiding skil l 5
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 2
1 Weapon Based on Cul ture/Race 2
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 124) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: +6
Co: +6
Me: 0
Re: 0
SD: -4
Em: -2
In: 0
Pr: -6
Qu: +4
St: -8
RRMods:
Ess: +50
Chan: +20
Ment: +40
Poison: +30
Disease: +15
Body Dev.
Progression:
06221
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
02111
Mentalism
PP Dev.
Progression:
02111
Soul
Departure:
18
Race Type:
1
Recovery
Multiplier:
0.5
1O
CULTURE/RACE OF NORTH-
WESTERN ENDOR
hCk^CN
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 Dradan. The Beffraen nowlive only in
the area around Eryn Vorn and the woods south of the mouth of the
Gwathl, 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 50; women, 47.
Lifespan: 40-60 years.
Race Abilities: Drg.
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 100upwind,
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.
COl1OkC
Clothing & Decoration: Clothing is simple, leather or fur loin-
cloths 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 asso-
ciation 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 cap-
tured 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 fewyoung. 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.
C1HCk ^C1Ck:
Demeanour:
Language: Starting Languages: When they do talk, the Drughu use
the guteral Pkael (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). All owed Adolescence Devel opment : Pkael
(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.
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: Everyman: All skills in the Outdoor Environmental
skill category, Fauna Lore, Herb Lore, Hiding, Stalking, First Aid
Restricted: All skills in the Urban skill catergory.
Standard Hobby Skills: armour light skills, any weapon skills,
climbing, swimming, attunement, ambush, stalking, hiding, obser-
vation, 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.
CO1l11lN Ci1lCN:
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,
h^ClkCOND Ci1lCN:
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 avail-
able.
Special Items: Potions, tune paper, spell adders and daily items not
available.
CULTURE/RACE OF NORTH-
WESTERN ENDOR
1l
Special Status: None available.
Special Training: All available.
Wealth: Herbs (Reuk, 9sp; Thurl, 1sp; Terbas, 2sp; Berterin, 19 gp;
Pra, 28 gp).
Mental Flaws:
Physical Flaws: All available.
Special Flaws: All available, spell lists must be taken from the
realm of channelling.
Hei ght ened Smel l: You possess an acute olfactory sense. Youre
bonus to Awareness group skill maneuvres based on smell alone is
increased to +30, and youre Tacking skill bonus based on smell is
increasedto +55 [20 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 3
Soft Leather skil l 3
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 2
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 3
Awareness Perceptions skil l cat egory 0
Alert ness skil l 4
Awareness Searching skill category 2
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 8
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 2
Ambush 4
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 4
1 Weapon Based on Cul ture/Race 4
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 97) 50
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +4
Em: 0
In: +4
Pr: -2
Qu: 0
St: 0
RRMods:
Ess: +20
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
07654
Essence
PP Dev.
Progresseion:
04321
Mentalism
PP Dev.
Progression:
04321
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
12
CULTURE/RACE OF NORTH-
WESTERN ENDOR
hCkNlN^
,s|. h.a.|.l
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 themto take on the formof a bear at will. Not all Berninga
master this latent gift, but those that do are greatly revered by their
kinsfolk andfeared 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 distin-
guished them as a clan rather than a seperate
people. Culturally, and to some degree physically,
however, theyare unique.
iH:lC^l CH^k^C1Ck
Build: Physically, they are the largest of the
Northmen, and all are strong of build and bone
structure. Men are exceedingly hairy; they average
215pounds. 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 64; women, 57.
Lifespan: 80-100 years.
Race Abilities: Northman.
Resistance: Average.
Special Abilities: Wild animals will not attack a Beijabar unless
actively provoked.
COl1OkC
Clothing &Decoration: They are extremely hairy, and their tend-
ency 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 fromcivilised areas.
Lifestyle: Berninga have traditionally lived in small groups or
single families on well-tended manors. Some, like Beorns line,
have favoured realative lowlands, while the majority reside in the
passes and foothils of the Misty Mountains or Grey Mountains. In
eachcase, 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, rep-
tiles, and fowl for food. Males leave their manors for extended peri-
odsin 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 husbands 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 Orom (whomthey call Araw).
C1HCk ^C1Ck:
Demeanour: Beornings are loners by nature, but enjoy their rare
moments with others. Generous and normally quiet and introspect-
ive, 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: St arti ng Languages: 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).
All owed Adol escence Development : 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,
Drughn, 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 an-
imal category, Rest ricted: None.
Standard Hobby Skills: Armour Light skills, any weapon skills
except two-handed or pole arms, climb, ride, swimming, track, am-
bush, 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 watch-
ing, 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.
CO1l11lN Ci1lCN:
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.
Female: 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 pre-
paredfor combat.
h^ClkCOND Ci1lCN:
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 NORTH-
WESTERN ENDOR
13
Special Abilities: All available.
Special Items: No items casting essence spells or enhancing es-
sence 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 deer-
skins, finely worked, worth 2 sp each; 5 otter pelts worth 4 sp each;
4 beaver pelts worth 5 sp each. Aselection 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 lists learned must be from
the channeling realm.
Bairskuift (l esser): You have the ability to change into a Black
Bear and back at will. Your equipment and clothing is not
affected; it takes d10 minutes to transform. Under stressful
conditions an involuntary change to animal form can be
triggered. This causes the personaltiy to be subsumed, as bes-
tial urges take control. You can develop the shape-changing
skill to control your ability.
When transformed you gain these benefits: - natural AT 8;
criticals rolled against you are decreased in severity by 1 (A
is modified by -20); communicate with bears; base movement
rate of 80/ rnd; natural at tacks of Medium Bash, Large
Grapple, Large Claw, Medium Bite [25 points].
Bairskuif t (greater): As Bairskuift (lesser), except you change
into a Cave Bear. When transformed you gain these benefits:
- natural AT 8; criticals against you are rolled on the Large
Creature critical strike table; communicate with bears; base
movement rate of 110/rnd; natural attacks of Huge Bash,
Large Grapple, Large Claw, Large Bite [35 points].
El f Fri end: You are well acquainted with the Elves, and are im-
mediately 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].
Shadow-sight: You can see ghosts, wraiths, and other denizens
of the shadow-world as if t hey were normally visible [10
points].
Galai st adius: You have an animal companion of your choice
(subject to GM approval). Galaistadiuza participate in the
running of Beijabar households, performing chores including
the care of the sick and injured. The animal has a bonus of
+60 to perceive illness or supernatural affliction, or adds +15
to its companions healing skill, whichever is most benefical.
[15 points]
Heal ers Lore: You have a special bonus of +10 in First Aid,
Herb Lore and Fauna Lore. [10 points]
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 2
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 2
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Maneouvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 8
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 4
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfude Steal th 0
Ambush 0
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Missile ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 121) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages provided for a characters culture/ race.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: +2
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
11
Race Type:
2
Recovery
Multiplier:
0.9
11
CULTURE/RACE OF NORTH-
WESTERN ENDOR
hl^Cl NOOCNCkC^N
The term Black Nmenrean (S. Mornmenedain) is used
to describe Men of Dnadan stock who are descended from the
Infaithful Nmenrean 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 Nmenor 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 Nmenor and her colonies, the
greatest of which was centered around
the Havens of Umbar. When Nmenor
was destroyed by Eru in S.A. 3319,
many of the Unfaithful survived in their
refuges in Middle-earth.
Black Nmenreans, therfore, are actually very similar in
physical and cultural character to the Dnedain. 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.
iH:lC^l CH^k^C1Ck
Build: Strong and imposing, with angular features. Men average
225pounds; women, 150 pounds.
Colouring: After long years in the hot south, the Black
Nmenreans have tanned, grey-brown skin, and black hair. Their
piercing eyes are various shades of grey.
Endurance: Considarable
Height: men average 64; women, 510.
Lifespan: 90-175 years
Race Abilities: Dnadan.
Resistance: Average.
Special Abilities: +25 to all boat handling manoeuvres, +10 to all
melee weaponskill categories.
COl1OkC
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 - Nmenors famous overlap-
ping scale helmsurmounted 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 Nmenrean 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 Nmenrean 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 Nmenreans are experts at ship-building and
naval warfare.
Marriage Pattern: Monogamous. The line is traced through the
male.
Religion: Organized religion is the norm among Black
Nmenreans. The most important cults are those pretaining to
death and the afterlife, for these old Nmenreans concerns have
been perpetuated and modified. mummification is the norm. Nmo
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
the only frontier they cannot master; therfore they worship it. Those
fewthat 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.
C1HCk ^C1Ck:
Demeanour: Black Nmenreans are generally haughty and self-
centered - rash, confident, and full of pride. They belive in their
own superiority and support the viewthat 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: Starting Languages: They have a strong passion for tradi-
tion and have, therefore, maintained the Adnaic (S8/W8) tongue of
Nmenor in a relatively pure form. Most also know Westron
(S8/W8) and Haradaic (S6/W6) All owed Adol escence Development:
Adnaic (S10/W10), Westron (S10/W10), Haradaic (S8/W8),
Apysaic (S6/W6)
Prejudices: Black Nmenreans are biased against nearly every
other people, but their prejudices against the Elves and the
Dnedain are particularly vehement.
Professions: All available except Barbarian, Drughn, Kekhavra,
Vracara, Wegech.
Training Packages: All available except Anamartar, Beastmaster,
Dwarven Berserker, Estehildi, FaradrimAran, 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: None Rest ricted: 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], sprint-
ing, jumping, metal crafts, navigation, embroidery [crafts], leader-
ship, public speaking, seduction, trading, interrogation, region lore,
star gazing.
CO1l11lN Ci1lCN:
Weapons: Dagger, scimitar, braodsword, short sword, mace, morn-
ing star, composite bow, battle-axe, flail, quarterstaff, two-handed
sword, lance, spear, bastard sword, cat of nine tails, falchion, har-
poon, pole arm, longsword.
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 goldor 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 andhemline
(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.
h^ClkCOND Ci1lCN:
BlackNmenreans get 40 Talent Points (4 BackgroundOptions).
Extra Languages: In addi ti on to t he t ongues li st ed above, a Black
CULTURE/RACE OF NORTH-
WESTERN ENDOR
13
Nmenreans mi ght i n unusual circumst ances learn: Bl ack Speech (S8/ W8),
Sil van (S6/W6).
Mental Abilities: Al l availabl e. Ani mal Empat hy wil l be wi th a proud,
fierce creature, e.g.; panther, lion, eagle, hawk etc..
Mystical Abilities:Al l avai lable.
Physical Abilities:Al l avai lable.
Special Abilities: All avai lable. Speci al Famil iar wi ll be wi th a proud,
fierce creature, e.g.; panther, lion, eagle, hawk etc..
Special Items: All avai labl e. Nmenrean workmanshi p is superb and
favours geometric moti fs as wel l as strong contrasts such as that shown by
t he favoured juxt apostion of onyx and gol d.
Special Status: All available.
Special Training:Al l avai lable.
Wealth: Coinage.
Mental Flaws:Al l avai lable.
Physical Flaws: All avail abl e.
Special Flaws:Al l avai lable.
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium ski ll category 2
Chain skill 2
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 3
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 3
Language ski lls 12
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 1
Power Awareness ski ll category 2
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 145) 40
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +4
Me: 0
Re: 0
SD: 0
Em: 0
In: 0
Pr: +3
Qu: 0
St: +4
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +5
Disease: +15
Body Dev.
Progression:
07531
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
10
Race Type:
2
Recovery
Multiplier:
0.75
1o
CULTURE/RACE OF NORTH-
WESTERN ENDOR
CCk^lk:
The corsairs are descendants of Dnadan 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 Nmenorean elements. Since that
time, modest in breeding with the locals has created a somewhat
distinct group, although their Dnadan 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.
iH:lC^l CH^k^C1Ck
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 sea-
sick.
Height: Men average 63"; women, 59".
Lifespan: 95-190 years.
Race Abilities: Dnadan.
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.
COl1OkC
Clothing & Decoration: corsairs favor purple, red, and gold cloth-
ing made from silk or fine cotton. They wear tunics and only rarely
don leggings. Men wear gold collars, while women are well-
adorned with jewelry.
Fears & Inabilities: Disease and illness, and their own natural
mortality.
Lifestyle: Corair culture reflects the conservative elements found
among Gondors aristocracy, only it is carried to an extreme. The
warm coastal influence of Umbar has added some additional influ-
ences, most Black Nmenrean, and the result is a throwback to the
ancient marine culture of Nmenor.
Marriage Pattern: Monogamous. Line is tracedthroughmale.
Religion: Corsair religion is preoccupied with Death and Darkness,
and largely revolves around ancestor and hero worship. Great
Nmenrean 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 ina preserved state, one of pronounced splendor.
Some revere Nmo, the Keeper of the Dead, or Varda.
C1HCk ^C1Ck:
Demeanor: Aggressive, haughty, determined, embittered - the cor-
sairs have the attitude of royalty in unjust exile.
Language: St art ing Languages: The first tongue of the Corsairs is
Adnaic (S8/W6), since they identify with Nmenor and the line of
the Dnedain. All of themspeak Gondors common speech Westron
(S8/W6), as well as the Haradaic (S8/W6) of Umbars citizenry.
All owed Adolescence Development: Adnaic (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 Nmenreans and
Haradrim. They look upon both groups with suspicion and some
disdain. The Black Nmenreans, like the Dnedain, 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,
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, Drughn, Kekhavra,
Vracara, Wegech.
Training Packages: All available except Anamartar, Beastmaster,
Dwarven Berserker, Estehildi, FaradrimAran, 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; Rest ricted: None.
Standard Hobby Skills: Acrobatics, Acting, Ambush,
Appraisal, any Armor skill s, Boat Pikiting, Body
Development, Climbing, Cultural Lore, Dance, Embroidery
[crafts], first aid, hiding, history, jumping, leadership, metal-
crafting, navigation, observation, painting, public speaking,
rappelling, region lore, riding, rope mastery, sculpting, sig-
nalling, spell lists, sprinting, stalking, star-gazing, swim-
ming, tracking, trading, any weapon skills, weather-wtching,
wood-crafting.
CO1l11lN Ci1lCN:
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.
Females: 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, fallingto 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, morn-
ing 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.
h^ClkCOND Ci1lCN:
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 NORTH-
WESTERN ENDOR
11
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 2
Soft Leather skil l 0
Rigid Leat her skill 2
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 5
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Communi cati ons ski ll category 1
Language ski lls 10
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 1
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 1
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 138) 40
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +4
Me: 0
Re: 0
SD: 0
Em: 0
In: 0
Pr: +3
Qu: 0
St: +4
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +5
Disease: +15
Body Dev.
Progression:
07531
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
10
Race Type:
2
Recovery
Multiplier:
0.75
18
CULTURE/RACE OF NORTH-
WESTERN ENDOR
DCkulNklO
,s|. Dea.|.+:+.l
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 Rhn - the land called Dorwinion.
They are a mixture of Northman and Easterling stock.
iH:lC^l CH^k^C1Ck
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 59; women, 52
Lifespan: 60-80 years.
Race Abilities: Common Man.
Resistance: Normal.
Special Abilities: +30 to RR versus pois-
ons. +15 acting and public speaking. +10
for boat handling maneuvres.
COl1OkC
Clothing &Decoration: Awide variety of wools and linens. They
wear shirts andpants and adorn themselves modestly.
Fears &Inabilities: Nothing special.
Lifestyle: They are traders and river-men who abandoned their no-
madic 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 Rhn: 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 her-
oes are belived to have power over the places they influenced dur-
ing 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 herothey represent.
C1HCk ^C1Ck:
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 Dorwinrimare amazingly loyal to riends, and
distinctly short or cruel with enemies.
Language: St art ing Languages: The Dorwinrim are well-versed in
the commercial tongues of the northwest and north-central Middle-
earth. 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). Al lowed Adolescence Development :
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, Drughn, Kekhavra,
Vracara, Wegech.
Training Packages: All available except Anamatar, Beastmaster,
Dwarven Berserker, Estehildi, FaradrimAran, 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: Everyman: Religion (Dorwinrim) Restricted: None.
Standard Hobby Skills: any wepon skills, climbing, swimming,
attunement, read runes, ambush, stalking, hiding, pick locks, obser-
vation, body development, spell lists, languages, acrobatics, acting,
appraisal, boat piloting, rowing, cookery, first aid, gambling, rope
mastery, trickery, tale telling, sculpting,surfing, skiing, skating, jug-
gling, wood crafts, stone crafts, metal crafts, leather crafts, sewing,
fletching, public speaking, diplomacy, seduction, trading, region
lore, star gazing.
CO1l11lN Ci1lCN:
Weapons: Battle axe, broadsword, club, dagger, halberd, javelin,
long bow, quarterstaff, scimitar, short bow, sling, two-handed
sword, longsword.
Armour: Any. Dorwinrim prefer the lighter types of armour, al-
though 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 creamor 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, si-
enna, brick, dull yellow, umber, etc.); linen sash or leather belt;
wooden clogs or sturdy leather boots; long, full coat, with elaborate
quilting and trapunto.
h^ClkCOND Ci1lCN:
Dorwinadan get 45Talent 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 kysri (10 kysri =20sp), the unique ivory
CULTURE/RACE OF NORTH-
WESTERN ENDOR
19
coinage of the Dorwinrim.
Mental Flaws: All available.
Physical Flaws: All available.
Special Flaws: All available.
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 1
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 1
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 10
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 2
Riding ski ll (usual ly horses) 2
Outdoor Environmental skill category 3
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 1
Weapon 1 H Conc skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 115) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: +0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
3O
CULTURE/RACE OF NORTH-
WESTERN ENDOR
DkOHO
,s|. Dacl
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 fewin number, and their clans are only found in
the region of Andrast, the high regions of Ered Nimrais and the
forrest of Tawar-in-Dredain. It is rumoured that an isolated clan
survives in the Rast Vorn.
The Drughu have many names. Dredain (S. sing. Dradan) is
the label given them by the Elves, while men use various terms:
Pkel-men, Wild men (Ro. Rg pl. Rogin), or Woses (Westron).
Orcs fear the Drughu and have named themOghor-hai.
iH:lC^l CH^k^C1Ck
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 belowtheir 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 guardedeyes 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 45; women aver-
age 40.
Lifespan: 30-50 years.
Race Abilities: Drg.
Resistance: Average.
Special Abilities: The wide noses of the Drughu are the most sens-
itive found in man. Even in an open field, they can smell an Orc
before another man can see him. Range 100 upwind, 2000 down-
wind, 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 man-
oeuvres; +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 gen-
erally die at a young age.
COl1OkC
Clothing &Decoration: They often braid their hair, pulling it back
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 plant-
lore.
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 (Pkel-men). These are
guardian statues which they place to protect paths, entries, cross-
roads, 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 communic-
ate with watch-stones of their making and can derive knowledge
fromthe 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
tracedthroughthe 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 Mm-ugu-Mm(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.
C1HCk ^C1Ck:
Demeanour: Drughu generally seclude themselves from other folk
and do not take on freinds easily, but when they do, they are un-
waveringly loyal. Those that do get to knowthem 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 unemo-
tional and slowto speak.
Language: St arti ng Languages: When they do talk, the Drughu use
the guttural Pkael (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
[Drg] (rank 6) Al lowed Adol escence Devel opment: Pkael (S10/W8),
Westron (S8/W8), Dunael (S8/W8), Signaling[Drg] (rank 10).
Prejudices: Drughu hate Orcs, Wargs, and Rohirrim. The latter
grouphas occasionally made sport of hunting the Wild Men.
Professions: Drughu only produce Barbarians, Laymen, Rogues,
Rangers, Drughn (males only).
All professions may learn Ranger or Animist base spell lists to 5th
CULTURE/RACE OF NORTH-
WESTERN ENDOR
3l
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
Restricted: All skills in the Urban skill catergory.
Standard Hobby Skills: armour light skills, any weapon skills,
climbing, swimming, attunement, ambush, stalking, signaling, hid-
ing, 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).
CO1l11lN Ci1lCN:
Weapons: Club, dagger, hand axe, mace, quarterstaff, spear, blow-
gun, throwing darts, blowgun. Most weapons possess stone blades
or tips or attack surfaces andwooden 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.
h^ClkCOND Ci1lCN:
Drughu get 45 Talent Points (4 Background Opti ons).
Extra Languages: In additi on to the tongues listed above, a Drughu might in unusual
circumstances learn: Rohirric (S6/W6) (T.A. 2510 onwards only),
Mental Abilities: All available.
Mystical Abil ities: All available Spell lists must be from the channeling ream.
Physical Abilities: All available.
Special Abilities: All available.
Special Items: None Available.
Special Status: None available.
Special Training: All available except Natural Archer.
Wealth: Herbs (Reuk, 9sp; Thurl, 1sp; Terbas, 2sp; Berterin, 19 gp; Pra, 28 gp).
Mental Flaws: All available except Chivalrous.
Physical Flaws: All available.
Special Flaws: All available Spell lists must be fromthe channeling ream.
Heightened Smell: You possess an acute olfactory sense. Youre bonus to Awareness
group skill maneuvres based on smell alone is increased to +30, and youre Tacking
skill bonus based on smell is increased to +55 [20 points].
Bonus Item(I): You have two exceptional items, either high qualit y 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 skil ls affected by those items. Stone,
wood, bark, and bri ght pigment s are the mat erials used by Wose craftsmen. For ex-
ample you may have a +5 lockpick kit that bestows it s 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 Tattoo (I): You have a tattoo that has been enchanted with a bonus. Either +5 to
a Resist ance Rol l or skill (with a standard or combined progression). Or +2 t o a Skill
Caregory (with a standard progression) or Skill (with a 0 1 1 0.5 0 progresssion)
or Power Points. Or +5 Hit Points. [5 points]
Bonus Tattoo (II): As Bonus Tattoo (I), except the bonus is either +10 to a Resistance
Roll or skill (with a standard or combined 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 combined progression). Or +6 to a Skill Caregory (with a standard
progression) or Skill (with a 0 1 1 0.5 0 progresssion) or Power Point s. Or +30
Hit Points. [15 points]
Daily Tattoo (I): You have a tattoo that mystical ly casts spells when you desire. The
tattoo can only contain a spell from the Channelling Realm (subject to your GMs
approval). The tattoo is a Daily Tattoo I. [5 points]
Daily Tattoo (III): As Daily Item (I), except the tattoo is a Daily Tattoo III. [10 points]
Daily Tatoo (V):As Daily Item(I), except. the tattoo is a Daily Tattoo V. [20 points]
Loyal Domesticated Animal: You have a common ani mal that is completely loyal to
you. [5 points]
Loyal Unusual Creature: As Loyal Domesticated Animal, except the creature is not
common in any way. [15 points]
Tattoo (I): You have a magical tattoo that can hold a 1st level spel l (fromthe channel-
ling realm only). The spell can only be cast once, then it`s gone. However a new spell
of equal level t o the tattoo, or below can be placed into the tattoo using an Imbedding
spell. [3 points]
Tattoo (IV): As tatt oo (I), except the tattoo can hol d 1st to 4th level spel ls. [5 points]
Tattoo (VI): As Tattoo (I), except the tattoo can hold 1st to 6th level spells. [10 points]
Tattoo (VIII): As Tat too (I), except the tattoo can hol d 1st to 8th level spel ls. [20
points]
Special Herb/Poison: You have some kind of magical herb or poison. The GM should
det ermine exactly what (the equipment section has a l isting). [3 points]
Spell Adder Tattoo (+1): A spell adder tattoo allows you to cast an extra spell per day
(channelling spells only) wit hout the expenditure of PPs. [5 poi nts]
Spell Adder Tattoo (+2): As Spell Adder (+1), except allows up to two spells per day.
[10 points]
Spell Adder Tat too (+3): As Spell Adder (+1 ), except allows uo to three spells per day
[15 points]
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 3
Soft Leather skil l 3
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 2
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 3
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 8
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 2
Ambush 2
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 4
1 Weapon Based on Cul ture/Race 4
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 122) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +4
Em: 0
In: +4
Pr: -2
Qu: 0
St: 0
RRMods:
Ess: +20
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
07654
Essence
PP Dev.
Progresseion:
04321
Mentalism
PP Dev.
Progression:
04321
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
32
CULTURE/RACE OF NORTH-
WESTERN ENDOR
DONCD^lN ,e| e.:eal
, s|. DON^D^Nl
Dnedain of Gondor are descendants of the Edain who settled
on the island kingdom of Nmenor during the Second Age. It was
their Nmenorean forefarthers who colonized and conquered much
of Middle-earth. When the Isle of the West sank into the sea during
the Downfall of S.A3319, 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.
Note: Use this category of Men for the members of the
royal and princely houses of Gondor (e.g., Stewards like
Denethor II and Princes like Imrahil of Dol Amroth).
iH:lC^l CH^k^C1Ck
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 64"; women,
511".
Lifespan: 250-300 years.
Race Abilities: Dnadan.
Resistance: Normal.
Special Abilities: None.
COl1OkC
Clothing & Decoration: Rich and well made, with elaborate col-
lars. The Dnedain 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 growtheir hair to
their shoulders, women to their waist.
Fears &Inabilities: The Dnedain fear Death, for they are acutely
aware of their own great skills and potential.
Lifestyle: Well organized, comfortable, and centred around cosmo-
politan 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 Dnedainrevere Eru and all
the Valar, especially Manw, Araw(Orom) and Varda. They have
elaborate burials involvingpreservation of the body.
C1HCk ^C1Ck:
Demeanour: Noble, confident, impatient, proud, and often haughty.
many see themselves as teachers and guides to the lesser men of
middle-earth.
Language: Starting Languages: Their original tongue is Adnaic
(S8/W6), but many speak Westron (S8/W6). Many also speak
Sindarin (S6/W6) and a little Quenya (S2/W2). Allowed
Adolescence Development: Adnaic (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 Dnedain hate the Corsairs, for they blame them
for the kin-strife, Gondors civil war. They also despise the Black
Nmenoreans. The Dunlendings, Haradrim, Wargs and Orcs have
always been their enemies.
Professions: All available except Barbarian, Drughn, Kekhavra,
Vracara, Wegech. 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: Adventurer, Amateur Mage (rare), Apothecary,
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, WeaponMaster, Zealot (rare).
Special Skills: Everyman: none; Restricted: 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 impro-
visation, pole vaulting, public speaking, read runes, riding, rope
mastery, sewing, singing, sprinting, stalking, star-gazing, stone-
crafts, swimming, Tactical Games, tactics, tracking, any weapon
skills, weather-watching.
CO1l11lN Ci1llCN:
Armour: Any. Dnedain 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: Gondori an 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; dec-
orative collar, eleborately embroidered, covering the shoulders but
revealing the neck; sandels or soft shoes; quilted cape with generous
hood and wide sleeves.
Gondorian females: silk or cotton undershift, usually white or a pas-
tel, 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, cov-
ering 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.
h^ClkCOND Ci1lCN:
The Dnedain 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
Dnedan 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 immedi-
ately respected by any Elf you meet. You gain a special bonus of +5
to your Pr stat bonus when dealing with Elves, and you knowthree
extra ranks in the Elvish language of your choice [17 points].
Lesser Dnedain (l esser): Yourre bloodline has been diluted, through
intermarriage with the local population. It might be possible for you
to growfacial hair. To improve your standing amoung pure bloods,
CULTURE/RACE OF NORTH-
WESTERN ENDOR
33
you should keep yourself clean shaven. You have a lifespan of 185-
260years [-3 points].
Lesser Dnedain (mi nor): As Lesser Dnedain (lesser) except; your
RR vs. Disease is modified by -10, your body development pro-
gression is now06421, lifespan of 95-190years [-10 points].
Lesser Dnedai n (major): As Lesser Dnedain (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
now06421, lifespan of 90-140 years [-25 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 1
Armour Medium ski ll category 2
Chain skill 2
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 3
Language ski lls 12
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 1
Power Awareness ski ll category 2
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 95) 50
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +4
Me: 0
Re: 0
SD: 0
Em: 0
In: 0
Pr: +3
Qu: 0
St: +4
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +5
Disease: +15
Body Dev.
Progression:
07531
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
10
Race Type:
2
Recovery
Multiplier:
0.75
31
CULTURE/RACE OF NORTH-
WESTERN ENDOR
DONCD^lN ,e| c|. lesc k.+|.l
, s|. DON^D^Nl
The Dnedain of the lost Realm of Arnor are the descendants of
the Faithful Nmenoreans. Who fleeing the sinking of Westernesse
(the isle of Nmenor) in S.A. 3319, settled in Eriador and founded
Arnor the Realm in Exile. The Dnedain 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 its King and princes fell to the forces of the Witch-king
at the battle of Amon Sl. 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.
Note: Use this category of Men for the members of the
royal and princely houses of Arnor (e.g., Argeleb I I), as
well as their direct descendants (e.g. , Rangers like
Aragorn) .
iH:lC^l CH^k^C1Ck
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 67"; women, 600".
Lifespan: 250-300 years.
Race Abilities: Dnadan.
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 uponArda, but their obsession with
burial rites is seen by most other peoples as a fear of death.
Lifestyle: Well organized, comfortable, and centred around cosmo-
politan 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, andsubsistence.
Marriage Pattern: Monogamous. They often marry folk of other
races. The line is traced through the male.
Religion: Restrained and personal. The Dnedainrevere Eru and all
the Valar, especially Manw, Araw(Orom) and Varda. They have
elaborate burials involvingpreservation of the body.
C1HCk ^C1Ck:
Demeanour: Noble, confident, impatient, proud, and often haughty.
many see themselves as teachers and guides to the lesser men of
middle-earth.
Language: St art ing Languages: Their original tongue is Adnaic
(S8/W6), but many speak Westron (S8/W6). Many also speak
Sindarin (S6/W6) and a little Quenya (S2/W2). Al lowed Adol escence
Development : Adnaic (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 on-
wards).
Prejudices: They hate the Angmarrim. They despise the Black
Nmenoreans. The Dunlendings, Wargs and Orcs have always been
their enemies.
Professions: All available except Barbarian, Drughn, 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: Everyman: none; Restri ct ed: 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, observa-
tion, play instrument, poetic improvisation, pole vaulting, public
speaking, read runes, riding, rope mastery, sewing, singing, skating,
skiing, sprinting, stalking, star-gazing, stone-crafts, swimming, tac-
tics, tracking, any weaponskills, weather-watching.
CO1l11lN Ci1llCN:
Armour: Any. Dnedain 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: Arnorian 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 appliqu; 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.
Arnorian f emales: 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; flow-
ing silk, or woolen gown (rich hues) with wide, flowing sleeves
ornamented with fine embrodery and appliqu; decorative leather
belt or girdle often set with precious stones; silk or woolen collar
covering the shoulders and often the neck, decorative bands of em-
broidery at the top and bottom edges; headpiece of lace or em-
broidered fabric, crescent-shaped, with one point hanging onto the
forehead; soft slippers;leather ankle boots; quilted cape with gener-
ous hoodand 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.
h^ClkCOND Ci1lCN:
The Dnedain 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
Dnedan 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 Dnedain.
Special Status: All available.
Special Training: All available.
CULTURE/RACE OF NORTH-
WESTERN ENDOR
33
Wealth: Goldand silver pieces.
Mental Flaws: All available.
Physical Flaws: All available.
Special Flaws: All available.
Dwarf Fri end: 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
youknowthree extra ranks of spoken Kuduk [20 points].
El f Friend: You are well acquainted with the Elves, and are immedi-
ately respected by any Elf you meet. You gain a special bonus of +5
to your Pr stat bonus when dealing with Elves, and you knowthree
extra ranks in the Elvish language of your choice [17 points].
Lesser Dnedai n (lesser): Yourre bloodline has been diluted, through
intermarriage with the local population. You have a lifespan of 185-
260years [-3 points].
Lesser Dnedain (mi nor): As Lesser Dnedain (lesser) except; your
RR vs. Disease is modified by -10, your body development pro-
gression is now06421, lifespan of 95-190years [-10 points].
Lesser Dnedai n (major): As Lesser Dnedain (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
now06421, lifespan of 90-140 years [-25 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 1
Armour Medium ski ll category 2
Chain skill 2
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 3
Language ski lls 12
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 1
Power Awareness ski ll category 2
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 100) 50
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +4
Me: 0
Re: 0
SD: 0
Em: 0
In: 0
Pr: +3
Qu: 0
St: +4
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +5
Disease: +15
Body Dev.
Progression:
07531
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
10
Race Type:
2
Recovery
Multiplier:
0.75
3o
CULTURE/RACE OF NORTH-
WESTERN ENDOR
DONlCNDlN:
Also called Hillmen this
group of Common Men tradition-
all y li ves in the hill s and
highlands west of the Anduin
Valley. Many have become
settled farmers and herders and
make up majority populations in
Eriador. Others remain pure and
live in the foothills and mountain
vales.
iH:lC^l CH^k^C1Ck
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 510"; women, 56".
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 Speakingskill, andActing skill.
COl1OkC
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
wearers 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, musi-
cians, singers, and storytellers. Pugnacious, they often settle dis-
putes 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 fe-
male.
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.
C1HCk ^C1Ck:
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 Dnedain, Dwarves, and
Orcs.
Professions: All available except Barbarian, Drughn, 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.
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 Spells, Foraging, Hiding, History
(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.
CO1l11lN Ci1lCN:
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 foot-
gear 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, usu-
ally in multiple braids which are then woven together to formelab-
orate buns or twists.
Weapons: Broadsword, club, dagger, hand axe, javelin, short bow,
spear, cudgel.
h^ClkCOND Ci1lCN:
Dunlendings get 55 Talent Points(5Background options).
Extra Languages: In addition to the tongues listed above: Rohirric
(S10/W10) (onlyT.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 usu-
ally 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 deer-
skins, 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, 7gp or a selectionof herbs worth 1-200 gp.
Mental Flaws: All available.
Physical Flaws: All available.
Special Flaws: All available.
CULTURE/RACE OF NORTH-
WESTERN ENDOR
31
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 1
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 5
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 4
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 4
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 2
Stalki ng ski ll 2
Hiding skil l 2
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 2
1 Weapon Based on Cul ture/Race 2
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 62) 55
- May onl y be al locat ed up to t he maximum number of ranks
l isted for the al lowed adolescence languages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: 0
Em: 0
In: +2
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
05322
Mentalism
PP Dev.
Progression:
06543
38
C^:1CkllN:
This term refers to a collection of peoples who live in north-
central Middle-earth, the area to the east of the western shore of the
Sea of Rhn. 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.
iH:lC^l CH^k^C1Ck
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 56"; women, 51".
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.
COl1OkC
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.
C1HCk ^C1Ck:
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). Allowed
Adolescence Development: 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 Dnedain.
Professions: All available except Barbarian, Drughn, 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,
fl et ching, foraging,
hiding, leather-crafts, mil-
itary organization, obser-
vation, riding, signaling,
spell lists, stalking, star-
gazing, tactics, tale tell-
ing, thrown and missile
weapon skills, tracking,
weather-watching.
CO1l11lN
Ci1lCN:
Armour: None but shield
and helm.
Clothing: Males: woolen
or li nen tunic (white,
cream, lemon, or buff with bright crewelwork on the collar and
along the front opening) with long, close fitting sleeves, stand-up
collar, a back vent for ease on horseback, opening in front from
neck to hem with buttons or individual ties at intervals to secure it
closed; leather weapons belt; leather pants; soft, unfitted, 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 but-
tons or individual ties at intervals to secure it closed; soft, uncon-
structed, 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.
h^ClkCOND Ci1lCN:
Easterlings get 50 Talent Points(5Background 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 cre-
ations frombone, 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, 25gp).
Mental Flaws: All available.
Physical Flaws: All available.
Special Flaws: All available.
39
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 2
Communi cati ons ski ll category 1
Language ski lls 4
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 5
Riding ski ll (usual ly horses) 5
Outdoor Environmental skill category 3
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 77) 50
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
oO
CULTURE/RACE OF NORTH-
WESTERN ENDOR
Ckl^DCkl^N:
This is a generalized label for the folk of Eriador, the com-
mon men inhabiting the lands that once comprised the kingdom of
Arnor. Eriadorians contain varying degrees of Daen, Northman, and
Dunadan blood.
Note: Use this category for characters who are not of
pure Dnadan blood, but are born and raised in Eriador
(mainly within the territories of Arthedain, Rhudaur,
Cardolan).
iH:lC^l CH^k^C1Ck
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, averaging60-80 years.
Race Abilities: Common men.
Resistance: Normal.
Special Abilities: None.
COl1OkC
Clothing & Decoration: Practical wool and linen garb, in-
cluding 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 fromlocal super-
stitions.
Lifestyle: Urban f olk: are a varied, rather cosmopolitan lot.
Many are from mercantile or guild backgrounds and some
have dealt with enchantments. Rural f olk: 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 (Orom) 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.
C1HCk ^C1Ck:
Demeanour: Practical, hard-working, quiet, loyal, and often shy.
Language: Starting Languages: The Common Speech, Westron
(S8/W6) is their chief tongue, although local dialects abound.
Allowed Adolescence Development: Westron (S10/W10), Sindarin
(S8/W8), Adunaic (S6/W6).
Prejudices: Urban fol k: are worldly enough to deal with most out-
siders. They hate no race, aside from the Orcs and wargs. Rural f olk:
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 usersare 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: Urban fol k: Everyman: all skills in the Urban cat-
egory; Restricted: None. Rural fol k: Everyman: none; Resti ct ed: none.
Standard Hobby Skills: Urban fol k: Acrobatics, Acting, Ambush,
Animal Handling, Appraisal, anyArmour 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, jug-
gling, languages, leather-crafting, metal-crafting, obseration, paint-
ing, picking locks, plat instrument, public speaking, read runes, re-
gion lore (local), riding, sculpting, seduction, sewing, singing, stalk-
ing, stilt-walking, stone-crafting, tightrope-walking, trading, trap
building, trickery, any weapon skills, wood-crafting. Rural f ol k:
Armour Light skills,
Acrobati cs, Ani mal
Handling, Caving, Climb,
Cooki ng, Cooki ng
(Brewi ng), Dancing,
Foraging, Hiding, Leather-
crafting, Observation,
Rope Mastery, Scaling,
Stalking, Star-gazing,
Swimming, Tracking, any
Weapon skills, Weather-
watching, Wood-crafting.
CO1l11lN
Ci1lCN:
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 woolen 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, quarter-
staff, fishing spear (treat as -5 javelin).
h^ClkCOND Ci1lCN:
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: Adnaic (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: Urban f ol k: 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 nor-
mally available, however. Rural fol k: 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: Urban f olk: silver pieces of Gondorian mint. Rural f ol k:
Mainly in livestock which may be sold for coinage: a milk cow(20
CULTURE/RACE OF NORTH-
WESTERN ENDOR
ol
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 Fri end: 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
youknowthree extra ranks of spoken Kuduk [20 points]
El f Friend: You are well acquainted with the Elves, and are immedi-
ately respected by any Elf you meet. You gain a special bonus of +5
to your Pr stat bonus when dealing with Elves, and you knowthree
extra ranks in the Elvish language of your choice [17 points].
Dnedai n Ancestry (lesser): One of your antecedants was a member of
the Dnedain race. You have a lifespan of 90-140 years [3 points].
Dnedain Ancest ry (minor): As Dnedain Ancestry (lesser) except;
you get a +10 RR vs. Disease, a body development progression of
07531, and a lifespan of 90-140 years [10points].
Dnedain Ancest ry (major): As Dnedain Ancestry (lesser) except;
you get a bonus of +1 to St, Co, and Pr, a +10 RR vs. Disease, a
body development progression of 07531, and a lifespan of 90-
140years [20 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
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 Light ski l l cate gory1
Soft Leather skil l 0/1
Rigid Leat her skill 0/1
Armour Medium ski ll category 0/1
Chain skill 0/1
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 3/1
Language ski lls 10/8
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0/1
Riding ski ll (usual ly horses) 0/1
Outdoor Environmental skill category 0/2
Power Awareness ski ll category 2/0
Sci ence/Analyti c Basic skil l cat egory 1/0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0/1
Stalki ng ski ll 0/1
Hiding skil l 0/1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 5/0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 0/1
1 Weapon Based on Cul ture/Race 0/1
Weapon Thrown skil l cat egory 0/1
1 Weapon Based on Cul ture/Race 0/1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 46/37) 55/55
- May onl y be al locat ed up to t he maximum number of ranks
l isted for the al lowed adolescence languages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: +0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
o2
CULTURE/RACE OF NORTH-
WESTERN ENDOR
lOO1CC1Hk^lO
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 Gimtothraim (Rh. Gathering of the
Glorious Horesemen), the Horse-lords of Rhovanion; are the
ancestors of the othod and the Rohirrim(Riders of Rohan). They
are the first in the line of western Horse-folk.
Also known as the othraim, 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.
iH:lC^l CH^k^C1Ck
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 61; women, 55".
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.
COl1OkC
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 pas-
tures. 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 alsoaccomplished 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 hus-
bands family.
Religion: They celebrate four festivals during the year; mid-
summer, 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 par-
ticular, Bma (Orom).
C1HCk ^C1Ck:
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 othraim hate Orcs, Wargs, Eaterlings and
Asdriags.
Professions: The othraim favour fighters. They produce no
thieves, Barbarian, Drughn, 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, WeaponMaster, Zealot.
Special Skills: Everyman: Mounted Combat skill and all Outdoor
Animal skills, Choose one skill from the following caregories:
weapon 1-Handed, weapon polearm, weapon missile; Restri ct ed:
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, hid-
ing, History (Eothraim), language, leather-crafts, Leadership, metal-
crafts, 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.
CO1l11lN Ci1lCN:
Armour: Leather jerkin or rigid leather breastplate with helmet
and shield. Those who couldaford it wore Chainmail.
Clothing: Mal es: long cloaks, usually wool or a kind of linsey-
woolsey cloth(also used as a bedroll during mildweather); 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.
Females: When riding the same as men; for every day wear, knee-
length gowns of cotton or linen (usually white or light grey), em-
broidered borders showing animal and tree motifs. Silk scaves
pinned with elaborate broches and worn in variousways.
Other Gear: Since most othraim 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.
h^ClkCOND Ci1lCN:
othraim receive 45 Talent Points (4 Background Options).
Extra Languages: In addition to the tongues listed above a
othraimmight 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 (herddog, 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 NORTH-
WESTERN ENDOR
o3
horse receives a special +25 bonus [10 points].
Shadow-sight: You can see ghosts, wraiths, and other denizens
of the shadow-world as if t hey were normally visible [10
points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 2
Soft Leather skil l 0
Rigid Leat her skill 2
Armour Medium ski ll category 1
Chain skill 1
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Maneuvers skil l cat egory 0
Mount ed Combat 2
Communi cati ons ski ll category 1
Language ski lls 8
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 8
Riding ski ll (usual ly horses) 8
Outdoor Environmental skill category 3
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Attack skil l cat egory 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 114) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: +2
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
11
Race Type:
2
Recovery
Multiplier:
0.9
o1
CULTURE/RACE OF NORTH-
WESTERN ENDOR
CNDCkl^N:
These folk contain varying degrees of Daen, Northman, Haruze
and Dnedain blood and make up most of the population of Gondor.
Note: Use this category for characters who are not of
pure Dnadan blood, but are born and raised in
Gondor.
iH:lC^l CH^k^C1Ck
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 510"; women, 54".
Lifespan: Moderate, averaging65-85 years.
Race Abilities: Common Men
Resistance: Normal.
Special Abilities: None.
COl1OkC
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 Dneadin, men have
shoulder length hair and women waist length bound in a net or ker-
chief for convenience. Most males sport some degree of facial hair.
Fears & Inabilities: Nothing special, aside from local supersti-
tions.
Lifestyle: Urban f olk: 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 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
(Orom) is the patron spirit of Common Men. Many of the elite
revere Varda. People fromports honor both Varda and Manw.
C1HCk ^C1Ck:
Demeanor: Practical, aggressive, hard-working, and inquisitive.
Language: Starting Languages: Westron (S8/W6) is their chief
tongue, although local dialects abound. Allowed Adolescence
Development: Westron (S10/W10), Adnaic (S8/W8), Sindarin
(S8/W8).
Prejudices: Urban fol k: are worldly enough to deal with most out-
siders. They hate no race, aside from the Orcs and wargs. Rural f olk:
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, Drughn, 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: Urban fol k: Everyman: all skills in the Urban
category; Rest ri ct ed: None. Rural folk: Everyman: none; Rest ict ed:
none.
Standard Hobby Skills: Urban fol k: Acrobatics, Acting, Ambush,
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, jug-
gling, languages, leather-crafting, metal-crafting, obseration, paint-
ing, 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 build-
ing, trickery, any weapon skills, wood-crafting.
Rural f olk: Armour Light skills, Acrobatics,
Animal Handling, Caving, Climb, Cooking,
Cooking (Brewing), Dallok, Dancing, Foraging,
Hiding, Leather-crafting, Observation, Rope
Mastery, Scaling, Stalking, Star-gazing, Stave-
fighting, Swimming, Tracking, Tug of War, any
Weapon skills, Weather-watching, Wood-
crafting.
CO1l11lN Ci1lCN:
Armour: Any. Inhabitants of the larger cities
(Minas Tirith, Tharbad, Fornost) have more reli-
able access to chain and plate mail than do
those in towns or small cities.
Clothing: Warm l oacal es: knee-length tunic
(linen, fine cotton, or silk, often finely em-
broidered) and wide leather belt or short tunic belted over a full
skirt (linen, fine cotton, or silk); boots; short wool cape.
Cool local es: shirt (linen or silk) under a tunic (wool or silk); leather
belt; woolen breeches or full skirt (wool or silk over a wool petti-
coat) 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.
h^ClkCOND Ci1lCN:
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: Urban f ol k: 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 nor-
mally available, however. Rural fol k: 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: Urban f olk: silver pieces of Gondorian mint. Rural f ol k:
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 NORTH-
WESTERN ENDOR
o3
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.
El f Friend: You are well acquainted with the Elves, and are immedi-
ately respected by any Elf you meet. You gain a special bonus of +5
to your Pr stat bonus when dealing with Elves, and you knowthree
extra ranks in the Elvish language of your choice [17 points].
Dnedai n Ancestry (lesser): One of your antecedants was a member of
the Dnedain race. You have a lifespan of 90-140 years [3 points].
Dnedain Ancest ry (minor): As Dnedain Ancestry (lesser) except;
you get a +10 RR vs. Disease, a body development progression of
07531, and a lifespan of 90-140 years [10points].
Dnedain Ancest ry (major): As Dnedain Ancestry (lesser) except;
you get a bonus of +1 to St, Co, and Pr, a +10 RR vs. Disease, a
body development progression of 07531, and a lifespan of 90-
140years [20 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
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 Light ski l l cate gory1
Soft Leather skil l 0/1
Rigid Leat her skill 0/1
Armour Medium ski ll category 0/1
Chain skill 0/1
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 3/1
Language ski lls 10/8
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0/1
Riding ski ll (usual ly horses) 0/1
Outdoor Environmental skill category 0/2
Power Awareness ski ll category 2/0
Sci ence/Analyti c Basic skil l cat egory 1/0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0/1
Stalki ng ski ll 0/1
Hiding skil l 0/1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 5/0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 0/1
1 Weapon Based on Cul ture/Race 0/1
Weapon Thrown skil l cat egory 0/1
1 Weapon Based on Cul ture/Race 0/1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 46/37) 55/55
- May onl y be al locat ed up to t he maximum number of ranks
l isted for the al lowed adolescence languages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06421
Channelling
PPDev.
Progression:
06543
Essence
PPDev.
Progresseion:
06543
Mentalism
PPDev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
oo
CULTURE/RACE OF NORTH-
WESTERN ENDOR
k^OO
They are descendants of the Eriedain (SecondAge Eriadorians)
whomigratedthroughthe Great IsenGap early in the ThirdAge.
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.
iH:lC^l CH^k^C1Ck
Build: Average to stocky. Men average 190 pounds; women, 130
pounds.
Colouring: Blond with blue eyes.
Endurance: Normal
Height: Men; average 60, women; average 54.
Lifespan: 65-85 years.
Race Abilities: Northman.
Resistance: Average.
Special Abilities: None.
COl1OkC
Clothing & Decoration: Men usually wear beards. They wear
cloths of linen or wool. Pants or (for women) short shifts with
legings, mediumlength shirts, fabric cloaks and soft soled shoes.
Fears &Inabilities: Nothing Special
Lifestyle: An agrarian society living in scattered farming com-
munities, typically composed of one to three families. These house-
holds form a loose village of shortened versions of the Northman
long-house; located near a protected refuge. Such as a hill sur-
rounded by a palisade or moat. These areas are usually used to con-
fine 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 hus-
band's family.
Religion: They celebrate four festivals during the year; mid-
summer, 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 con-
tests 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.
C1HCk ^C1Ck:
Demeanour: Independant, determined
Language: St arti ng Languages: Gramuik (S8/W8) and a little
Westron (S6/W4) All owed Adolescence Development : 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, Drughn, 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 andApothecary, Amateur Mage, Architect, Surgeon.
Special Skills: Everyman: None Rest ricted: None.
StandardHobby Skills: Armour Light skills, Acrobatics, Animal
Handling, Caving, Climb, Cooking, Dancing, Fauna Lore, Flora
lore, Foraging, Herb Lore, Herding, Hiding, Horticulture, Leather-
crafting, Observation, Open channelling spell lists, Rope Mastery,
Scaling, Stalking, Star-gazing, Swimming, Tracking, any Weapon
skills, Weather-watching, Wood-crafting.
CO1l11lN Ci1lCN:
Armour: chain or scale, but the most common type is leather.
Weapons: Spear, short bow, long bow, hand axe, short sword,
broadsword
h^ClkCOND Ci1lCN:
Gramuz get 50Talent 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.
Shadow-si ght: You can see ghosts, wraiths, and other denizens
of the shadow-worl d as if they were normall y visible [10
points].
CULTURE/RACE OF NORTH-
WESTERN ENDOR
o1
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly horses) 1
Outdoor Environmental skill category 2
Power Awareness ski ll category * 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 1
Stalki ng ski ll 1
Hiding skil l 1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 76) 50
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages provided for a characters culture/ race .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: +2
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
11
Race Type:
2
Recovery
Multiplier:
0.9
CULTURE/RACE OF SOUTH-
WESTERN ENDOR
o8
H^k^DklO
, s|. H+a+:+.l
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).
iH:lC^l CH^k^C1Ck
Build: North and central desert: most groupsare 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 Mmakan, 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 oper-
ate poorly in the cold.
Height: Nort hern groups: males average 55; women, 50.
Southern groups: malesaverage 65; women 61.
Lifespan: Northern groups: average, about 80-100 years. Sout hern
groups: short, about 40-60 years.
Race Abilities: Common Man.
Resistance: +10 DB and RRversus heat/fire attacks; -10 DBand
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.
COl1OkC
Clothing &Decoration: Red, purple, and gold are favoured col-
ours, although white and black are used in practical cases. Both
menand 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 ele-
phants in southern Harad. There is a distinct seperation between
males and females and very strong bonds between members of fam-
ilies 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 vari-
oushigh gods. Altars for household gods are carried everywhere.
C1HCk ^C1Ck:
Demeanour: passionate, fiery, and instilled with a fierce but pecu-
liar 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). Allowed Adolescence
Development: Northern groups Haradaic (S10/W10), Westron
(S10/W10), Apysaic (S8/W8), Logathig (S8/W8), Varadja (S6/W6).
Southern groups Apysaic (S10/W10), Westron (S8/W8), Haradaic
(S8/W8), Logathig(S8/W8), Varadja (S6/W6).
Prejudices: Most hate Dnedain, Elves, Dwarves, and anyone who
looks particularly different - although thay are suspicious of most
people.
Professions: All available except Barbarian, Drughn, Kekhavra,
Vracara, Wegech.
Training Packages: All Available except beastmaster and the train-
ing packages specific to other race/cultures.
Special Skills: Everyman: None Restricted: None.
StandardHobby Skills: 1-handed edged weapon skills, thrown and
missile weapon skills, ride, tracking, attunement, read runes,
ambush, stalking, hiding, disarm trap, observation, body develop-
ment, 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
CO1l11lN Ci1lCN:
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.
h^ClkCOND Ci1lCN:
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. 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 SOUTH-
WESTERN ENDOR
o9
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 7
Riding ski ll (usual ly horses) 7
Outdoor Environmental skill category 3
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: northern 58/southern 47) 55
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages
- See the specific culture/race entry
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
1O
CULTURE/RACE OF NORTH-
WESTERN ENDOR
H^kOC
The Haruze (Har. Godly People) are the northern most of the
people the Dnadain 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 andOde Pezar river valleys.
iH:lC^l CH^k^C1Ck
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 55; women, 50.
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 oth-
ers.
COl1OkC
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 cov-
ers 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 bril-
liant reeds, purples and golds, most of themwith intricate embroid-
ery 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 dis-
tinct 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 vari-
oushigh gods. Altars for household gods are carried everywhere.
C1HCk ^C1Ck:
Demeanour: passionate, fiery, and instilled with a fierce but pecu-
liar honour. Some consider them cruel and vengeful, particularly
since life is not partivularly valued.
Language: Starting Languages: Haradaic (S8/W8), their home
tongue, as well as Westron (S6/W6) andApysaic (S6/W4). Allowed
Adolescence Development: Haradaic (S10/W10), Westron
(S10/W10), Apysaic (S8/W8), Varadja (S6/W6).
Prejudices: none.
Professions: All available except Barbarian, Drughn, Kekhavra,
Vracara, Wegegh.
Training Packages: All Available except the training packages
specific to other race/culturesand sailor.
Special Skills: Everyman: None Restricted: None.
StandardHobby Skills: 1-handed edged weapon skills, thrown and
missile weapon skills, ride, tracking, attunement, read runes,
ambush, stalking, hiding, disarm trap, observation, body develop-
ment, spell lists, animal handling, appraisal, foraging, weather
wathching, star gazing, trickery, tale telling, singing, sprinting,
jumping, poetry, pole vaulting, metal crafts, gold smithing, fletch-
ing, leadership, bribery, fanuna lore, regionlore, tactics
CO1l11lN Ci1lCN:
Weapons: Dagger, scimatar, short bow, short sword, spear, blow
gun, boomerang, darts (throwing).
Armour: Chain some leather but most commonly no armour is
worn.
h^ClkCOND Ci1lCN:
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 NORTH-
WESTERN ENDOR
1l
^DClC:CCNCCN1 :llll
DCVClCiOCN1
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.
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 0
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 7
Riding ski ll (usual ly horses and/or camels) 2/7
Outdoor Environmental skill category 3
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 5/0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 88/88) 50
- May onl y be al locat ed up to t he maximum number of ranks
l isted for the al lowed adolescence languages
- See the specific culture/race entry
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
12
CULTURE/RACE OF NORTH-
WESTERN ENDOR
HlllOCN
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 semi-
forrestedhigh lands of Rhudaur, including the Trollshaws.
iH:lC^l CH^k^C1Ck
Build: Stocky, strong, hearty and quite hairsute (Aslight mustache
is not considered unattractive ona woman).
Colouring: Dark complexion with dark brown or black hair and
dark eyes.
Endurance: Normal.
Height: Men 54 to 58; women 51 to 55.
Lifespan: Short; about 45-60 years
Race Abilities: Daen.
Resistance: Normal.
Special Abilities: None
COl1OkC
Clothing &Decoration: Both sexes dress and wear their hair alike,
tied in three long braids down the sides and back. They often decor-
ate 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, althoughthey 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 ap-
plied.
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 ter-
ritories, 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 newTarg-Arm (Bl.
high chief), when the old one dies. In quiet times the position of
Targ-Arm is largely honorary; however, in emergencies the author-
ity 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 ar-
rangements. 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 over-
turn 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 followthe migrations of the losrandir. hous-
ingis 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-
ing froman 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 newChief; 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 in-
volving vastlysuperior numbers.
Marriage Pattern: Descent and inheritance are traced through the
mother; the husband joinshis wife's camp. Children are the respons-
ibility 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 ag-
gressively 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 sac-
red 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 pro-
tect 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. AHillman'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 tightlyaround the neck.
C1HCk ^C1Ck:
Demeanour: Fierce, proud.
Language: Start ing Languages: Blarm (S8/W4), Westron(S8/W4)
Allowed Adol escence Development : Blarm (S8/W8), Westron (S8/W8),
Dunael (S6/W6), Sindarin (S6/W4).
Prejudices: They hate Elves whom they call Flhs Bhan (Bl.
White Fiends) and view Rivendell as a place of black trickery.
They also hate the Dnedain, 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 NORTH-
WESTERN ENDOR
13
Sage, Scribe, Surgeon and the training packages specific to other
race/cultures.
Special Skills: Everyman: Hunting, Foraging, Tracking Rest ri ct ed:
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, Leather-
crafting, 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, Weather-
watching.
CO1l11lN Ci1lCN:
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.
h^ClkCOND Ci1lCN:
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 usu-
ally 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 spor a selection of herbs worth 1-200 gp.
Mental Flaws: All available.
Physical Flaws: All available.
Special Flaws: All available.
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 2
Soft Leather skil l 1
Rigid Leat her skill 0
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 2
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 4
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 4
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 2
Stalki ng ski ll 2
Hiding skil l 2
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 2
1 Weapon Based on Cul ture/Race 2
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 29) 55
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: 0
Em: 0
In: +2
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
05322
Mentalism
PP Dev.
Progression:
06543
Soul
Departure:
12
Race Type:
2
Recovery
Muliplier:
1.0
11
CULTURE/RACE OF NORTH-
WESTERN ENDOR
lC::C1H
, s|. less+:+.l
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.
iH:lC^l CH^k^C1Ck
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 dis-
tances with little or no rest.
Height: Short; men average 55; women, 53.
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 inthe Awareness Perceptions skill caregory.
COl1OkC
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.
C1HCk ^C1Ck:
Demeanour: Generous, quiet, slow-paced, re-
served, 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). Allowed Adolescence Development:
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: Lossoth produce no thieves,
Drughn, Kekhavra, Vracara, Wegech.
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) 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).
CO1l11lN Ci1lCN:
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. other-
wise, 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
embroideredexterior surface.
h^ClkCOND Ci1lCN:
Lossadan get 55 Talent Points (5 BackgroundPoints).
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 withfur, 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 in-
gredient in ointments and candles) worth 20 sil-
ver pieces; 7 leaves of Darsurion (a leaf heals 1-
6 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. Aselection 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 NORTH-
WESTERN ENDOR
13
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 3
Soft Leather skil l 3
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 2
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 2
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 4
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 3
1 Weapon Based on Cul ture/Race 3
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 43) 55
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
1o
CULTURE/RACE OF NORTH-
WESTERN ENDOR
OCklOC1:^:1^^1
,:|. O.a|..cs+sc+,+l
The berg-dwelling Merimetsstjt emerged as a distinct sub-
culture 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-i-
Cheldolath, 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.
iH:lC^l CH^k^C1Ckl:1lC:
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
lbsand 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.
COl1OkC
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 atten-
tion while hunting or traveling).
Fears and Inabilities: None. As they live on the sea, the
Merimetsastajat have no fear of water.
Lifestyle: The Merimetsstjt are poor. They survive by whaling,
fishing, hunting and gathering. In the close quarters of a berg-
delving, heimo, suku and perhe affiliations are extremely important.
They do not use domesticated animals of any kind, having no place
for themon 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.
C1HCk ^C1Ck:
Demeanor: Though quiet and reserved towards strangers, among
their own kind the Merimetsstjt are often boisterous and playful.
They are generous, open and honest (sometimes to the point of na-
ivete). They are also fearless and persevering, but never foolhardy.
Language: Start ing Languages: Merimetsstjt speak (but do not
write) Labba (S9/W0). Adol esc ent Ski l l De velopment: The
Merimetsstjt also have the opportunity to learn Umitic (S3/W0),
some might also speak a smattering of Westron (S2/W0).
Prejudices: Above all other races, the Merimetsstjt hate ice and
water-drakes.
Professions: No Kekhavra, Vracara, Drughn, 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 spe-
cific to other race/cultures.
Special Skills: Everyman: Skinning, Trapping, Foraging, Survival
(tundra), Rowing Restricted: All skills inthe Urban skill category, all
skills in the Science/Analytic Basic and Specialized skill categor-
ies.
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-HConcussion.
CO1l11lN Ci1lCN:
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, seal-
skin coats and hats worn over very soft sealskin pants. Fur-lined,
leather boots bound withthick 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 pouchesand bags-froma large, hard leather, water-
proof 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.
h^ClkCOND Ci1lCN:
Merimetsstjt receive 55 Talent points (5 Background Options).
Extra Languages: Due to their isolation, the Merimetsstjt learn
very few languages. In very unusual circumstances, those
Merimetsstjt 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 em-
pathywith animals.
Special Items: All available; the Merimetsstjt favor items made
of ivoryor decorated leather.
Special Status: None allowed.
Special Training: All available.
Wealth: The Merimetsstjt 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 NORTH-
WESTERN ENDOR
11
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 3
Soft Leather skil l 3
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 3
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 2
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 5
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 1
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 2
1 Weapon Based on Cul ture/Race 2
Weapon Thrown skil l cat egory 3
1 Weapon Based on Cul ture/Race 3
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 50) 55
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
18
CULTURE/RACE OF NORTH-
WESTERN ENDOR
NCk1HOCN ,Okh^Nl
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 NanAnnen (S. Long
Lake Valley) in the North, and Mirkwoods East Bight in the South.
The Dalemen, Lakemen, and Waildungs are all urban Northmen.
iH:lC^l CH^k^C1Ck
Build: Average to stocky. Men average 190 pounds, women aver-
age 130 pounds.
Colouring: Fair skin with blond hair and blue eyes.
Endurance: normal.
Height: Men average 61; women average 55.
Lifespan: 60-85 years
Race Abilities: Northman.
Resistance: Average.
Special Abilities: none.
COl1OkC
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: Avaried, rather cosmopolitan lot. Many are from mer-
cantile or guild backgrounds and some have dealt with enchant-
ments.
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; mid-
summer, 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 con-
tests of skill dominated these events. Festival nights bring about
revelry withmusic and dance.
C1HCk ^C1Ck:
Demeanour: Independant, practical, straightforward and boister-
ous.
Language: St arti ng Languages: Rhovaik (S8/W8) though each town
has its own dialect, most know some Westron (S6/W4); All owed
Adolescence Devel opment: 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, Drughn, 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 spe-
cific to other race/cultures. Amateur Mages and weapon masters are
Rare.
Special Skills: Everyman: All skills in the Urban category;
Restricted: 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, jug-
gling, languages, leather-crafting, metal-crafting, obseration, paint-
ing, picking locks, plat instrument, public speaking, read runes, re-
gion lore (local), riding, sculpting, seduction, sewing, singing, stalk-
ing, stilt-walking, stone-crafting, tightrope-walking, trading, trap
building, trickery, any weapon skills, wood-crafting.
CO1l11lN Ci1lCN:
Armour: Any
Weapons: Dagger, Broadsword, Short bow, long bow, spear, short
sword.
h^ClkCOND Ci1lCN:
Urban Northemn get 50Talent 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 Gondorianmint.
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 normallyvisible [10 points].
CULTURE/RACE OF NORTH-
WESTERN ENDOR
19
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Northmen (Urban) charact ers gain the
following skills during their adolescent develop-
ment.
Armou r Light ski l l cate gory1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium skil l cat egory 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 3
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 5
Language ski lls 10
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 0
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 1
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 5
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 77) 50
- May onl y be al locat ed up to t he maximum number of ranks
l isted for the al lowed adolescence languages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: +2
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
11
Race Type:
2
Recovery
Multiplier:
0.9
8O
kCHlkklO
,s|. ke||al
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 Northmens aid in the defeat of the Easterling
Balchoth.
Between T.A. 1977 and 2510, the ancestors of the Rohirrim -
then called the othod - 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 othraimof Rhovanion and livedsouth and east of Mirkwood.
The Rohirrimcall Rohan the Riddermark.
iH:lC^l CH^k^C1Ck
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 61; women, 55".
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.
COl1OkC
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 pas-
tures. 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 tracedthroughthe 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 par-
ticular, Araw(Orom). The ancient Cult of the Stag and Cult of the
Earth are maintained.
C1HCk ^C1Ck:
Demeanour: Practical, rugged, straightforward and somewhat loud.
They enjoy song, celebration, physical games and battle.
Language: Start ing Languages: 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). Al lowed
Adolescence Development : Rohirric (S10/W10), Westron (S10/W10),
Adnaic (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.
Professions: All available except Barbarian, Drughn, 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: Everyman: Mounted Combat skill and all Outdoor
Animal skills involving horses; Rest ricted: 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.
CO1l11lN Ci1lCN:
Armour: Chainmail withhelmet and shield.
Clothing: Males: long-sleeved cotton shirt (dark grey or blue);
wool jerkin (maroon, brown, grey, blue) falling to mid-thigh, em-
broidedered 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.
h^ClkCOND Ci1lCN:
Rohirrim receive 45 Talent Points (4 Background Options).
Extra Languages: In addition to the tongues listed above a Rohir
might learn: Pkael (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 en-
graving 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 celebrat-
ory Rohirric pening (equivalent in value to Gondors silver piece).
Anumber of riding horses worth an equivalent amount (light horse,
45 sp; mediumhorse, 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.
Horse Empat hy: You can communicate empathicly with any horse
CULTURES/RACES FOR OTHER ERAS
8l
within a range of 1 for every level you have. Any maneuvre with a
horse receives a special +25 bonus [10 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 1
Armour Medium ski ll category 2
Chain skill 2
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeures skil l cat egory 0
Mount ed Combat 2
Communi cati ons ski ll category 1
Language ski lls 8
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 8
Riding ski ll (usual ly horses) 8
Outdoor Environmental skill category 3
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 0
1 Weapon Based on Cul ture/Race 0
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 101) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages provided for a characters culture/ race.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: +2
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
11
Race Type:
2
Recovery
Multiplier:
0.9
82
CULTURE/RACE OF NORTH-
WESTERN ENDOR
under development, not available for charact er
development.
:^k^l^lNN Cl^N:OCN
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 culturesmerged and became one.
iH:lC^l CH^k^C1Ck
Build: They are somewhat swarthy coming primarily from Daen
stock
Colouring:
Endurance:
Height: men average 57; women average 51
Lifespan:
Race Abilities:
Resistance:
Special Abilities:
COl1OkC
Clothing &Decoration:
Fears &Inabilities:
Lifestyle:
Marriage Pattern:
Religion:
C1HCk ^C1Ck:
Demeanour:
Language: St arti ng Languages: All owed Adolescence Development:
Prejudices:
Professions:
Training Packages:
Special Skills: Everyman: Restricted:
StandardHobby Skills:
CO1l11lN Ci1lCN:
Weapons:
Clothing: Males:
Female:
CULTURE/RACE OF NORTH-
WESTERN ENDOR
83
81
CULTURE/RACE OF NORTH-
WESTERN ENDOR
V^kl^:
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.
iH:lC^l CH^k^C1Ck
Build: Medium; men average 155 ponds; women, 125 pounds
Colouring: Extrememly dark grey or black skin, straight black hair
and red or reddishbrown eyes.
Endurance: Variags can travel for extreme periods on horseback
with little or no rest.
Height: Medium; men average 59; women, 53
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.
COl1OkC
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 (asopposed 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 elab-
orate nighttime ceremonies; sacrifices abound. The Lord of
Darkness is the strongest deity, and is actually a modified incarna-
tion of Morgoth or Sauron. Female priests interpret laws.
C1HCk ^C1Ck:
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
Development: Varadja (S10/W10), Westron (S6/W6), Haradaic
(S8/W8), Logathig (S8/W8).
Prejudices: The Variags despise all Men except those who have
recently defeated themin battle. They have grudging respect for the
races of Mordor, but generally hate all non-mannish folk.
Professions: Animists, Drughn, Wegech and Lay Healers are un-
known 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-
ganization, observation,
Region Lore (Khand),
Religion (Dark), riding,
singing, sprinting, spell
lists, stalking, tale telling,
tracking, any weapons
skills, weather-watching.
CO1l11lN
Ci1lCN:
Armour: Soft or rigid
leather ans a small, rein-
forced, oval shield and a
layered leather helm.
Clothing: Males: short
or long-sleeved tunic (red
or bl ack) spun from
camel hair; leather tunic,
its front and back sur-
faces entirely covered
with the stylized image
of a beasts snarling face;
leather belt; breeches (red or black) spun from camel hair; leather
riding greaves covering the inner surfaces of the thigh and calf; san-
dels; 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 appliqu.
Females: short or long-sleeved tunic (red or black) spun fromcamel
hair;camel hair over-tunic, loose flowing sleeves, hemat the ankles;
black or red tabard, its surface entirely encrusted with gold em-
broidery and metallic red and purple appliqu; 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.
h^ClkCOND Ci1lCN:
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 col-
oured 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 NORTH-
WESTERN ENDOR
83
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 1
Communi cati ons ski ll category 1
Language ski lls 6
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 4
Riding ski ll (usual ly horses) 4
Outdoor Environmental skill category 3
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 1
Stalki ng ski ll 1
Hiding skil l 1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 56) 55
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: 0
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: 0
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: +0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
12
Race Type:
2
Recovery
Multiplier:
1.0
8o
CULTURE/RACE OF NORTH-
WESTERN ENDOR
uCCDOCN
The Woodmen are descendants of the Eriedain (Second Age
Eriadorians), who migrated eastward over the Misty Mountains
under pressure from Nmenrean 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.
iH:lC^l CH^k^C1Ck
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 61"; women, 55".
Lifespan: 65-85 years.
Race Abilities: Northman.
Resistance: Average.
Special Abilities: They can climb and move along tree limbs ex-
ceedingly well. They get a special +20 bonus to Climbing skill and
Acrobatics skill. They get a special +10 bonus toForaging skill.
COl1OkC
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 polit-
ical 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 husbands 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(Orom) is revered above all others.
C1HCk ^C1Ck:
Demeanor: Quiet, independent, reclusive.
Language: St art ing Languages: They speak the Rhovanion tongue
called Nahaiduk (S8/W6), a little Westron (S6/W4), and a little
Sindarin (S4/W3). All owed Adolescence Development : 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, Drughn, Kekhavra,
Vracara, Wegech. Female Woodmen can become Wita (Rh. know-
ing ones), treat asAnimist 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 pack-
ages specific toother race/cultures.
Special Skills: Everyman: Climbing, Foraging, Hiding, Hunting,
Tracking; Restri ct ed: 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-
crafting, observation, rappelling, read runes, region lore
(Mirkwwod), rope mastery, signaling, stalking, swim, tale telling,
tightrope-walking, tracking, any weapon skills, wood-crafting.
CO1l11lN Ci1lCN:
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 narrowsheath 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, woodmans axe, throwing darts, knife.
h^ClkCOND Ci1lCN:
Woodmenget 45Talent 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 per-
ceive, 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].
Dwarf Friend: 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 immedi-
ately respected by any Elf you meet. You gain a special bonus of +5
to your Pr stat bonus when dealing with Elves, and you knowthree
extra ranks in the Elvish language of your choice [17 points].
CULTURE/RACE OF NORTH-
WESTERN ENDOR
81
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 1
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 3
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil category 0
Mount ed Combat 0
Communi cati ons ski ll category 1
Language ski lls 4
Lore General skil l cat egory 3
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 5
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 4
Stalki ng ski ll 4
Hiding skil l 4
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 111) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +2
Em: 0
In: 0
Pr: +2
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: 0
Disease: 0
Body Dev.
Progression:
06521
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
06543
Mentalism
PP Dev.
Progression:
07654
Soul
Departure:
11
Race Type:
2
Recovery
Multiplier:
0.9
CULTURE/RACE OF ENDOR
88
CCOOCN CkC:
,ac| s|. Cac|l
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 Suarons will, often promoted
merely by a greed for plunder. The Orcs inhabit-
ing the peaks surrounding Mordor (Ephel Dath,
Ered Lithui) are more strongly dominated by the
Dark Lord.
iH:lC^l CH^k^C1Ck
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 reddish-
brown 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 Section22.3).
Height: Males and females average 4.
Lifespan: Indefinite; certainly hundreds of years, but the nature of
their warlike life permits fewto live past the age of 50.
Race Abilities: Orc.
Resistance: +30 DB andRRbonuses 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 inmost darkness is as good as a Mans 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'.
COl1OkC
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
eachround.
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 cannibalismis 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 off-
spring. 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
C1HCk ^C1Ck:
Demeanour: Orcs are cruel, jealous, petty, ambitious, selfish, and
suspicious. They are almost always uncomfortable and, aside from
mealtime or battle, are never happyor at peace.
Language: Starting Languages:
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, in-
cluding Orcs of other tribes. They
particularly despise Elves, who they
believe to be a spiteful, wicked, and
wayward race.
Professions: No Barbarian, Drughn,
Kekhavra, Vracara, Wegech. Most
Orcs are Fighters, Rogues, or
Thieves. They make very poor spell
users. Females can only be Laymen.
Trai ni ng Package s: Only
Adventurer, Crafter, Farmer (females
only, giant mushrooms, goats, kine),
Healer (Orc), Hunter, Laborer,
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;
Restricted: 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.
CO1l11lN Ci1lCN:
Armour: None, soft or rigid leather. Leather helmet. Shields are
rare.
Clothing: Males; short hide kilt; wrist guards; leather boots. The
leather and hidesare 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.
h^ClkCOND Ci1lCN:
Common Orcs get 60 Talent Points (6 BackgroundPoints)
Extra Languages: In addition to the tongues listed above: a com-
mon Orc in unusually circumstances might learn Atliduk (S4/W4),
BlackSpeech (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 (re-
roll). Weapons and tools made by Common Ores are ungainly to
look upon, but serviceable. Iron, steel, hide, and sineware 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
89
the tribes hoard.
Mental Flaws: All available.
Physical Flaws: All available.
Special Flaws: Only Cursed Shapeshifter, Duty, Rival/NPC, Stat
Penalty, Terrible Luck, Unlucky.
Snivel ler: You are a fearful little rodent of an Orc. You suffer a spe-
cial penalty of -20 to all Fear RRs [-10 points].
Cannibal isti c: 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].
Ignore Day: You are unaffected by bright light and do not suffer the
activity penalties your fellows suffer while in the suns gaze or
other bright light [10 points]
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 3
Soft Leather skil l 1
Rigid Leat her skill 3
Armour Medium ski ll category 2
Chain skill 2
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 1
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category * 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 1
Ambush 1
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 3
1 Weapon Based on Cul ture/Race 3
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: -20) 60
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: -2
Co: +6
Me: -4
Re: -4
SD: -8
Em: -6
In: -4
Pr: -4
Qu: +2
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +20
Disease: +5
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
04321
Mentalism
PP Dev.
Progression:
04321
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
9O
OkOlH^l
,s|. Oac|l
Following Saurons
resurrection inT.A. 1000 he
began breeding a new race
of Orcs, one capable of
independent and intelligent
action. After centuries of
work, he produced the first
Greater Orcs, and he called
them the Uruk-hai (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 Lords finest goblin troops.
iH:lC^l CH^k^C1Ck
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. Theyhave 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 Section22.3).
Height: Uruk-hai average 56 and 145 pounds.
Lifespan: Indefinite; certainly hundreds of years, but the nature of
their warlike life permits fewto 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 re-
store Power Points). Uruk-hai operate freely in daylight, and their
vision in most darkness is as good as a Mans 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, theycan see 10'.
COl1OkC
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.
C1HCk ^C1Ck:
Demeanour: Uruk-hai possess more intelligence and cunning than
Common Orcs, but they are still cruel, jealous, petty, ambitious,
selfish, and suspicious.
Language: Starting Languages: Black Speech (S8/W2), Orkish
(S8/W3), Westron(S5/W2). Allowed Adolescence Development:
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
Elves, who they believe tobe a spiteful, wicked, and wayward race.
Professions: No Barbarian, Drughn, 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 cat-
egories: Weapon 2 Handed or Weapon Polearm; Rest ricted: 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.
CO1l11lN Ci1lCN:
Armour: Any, excepting plate armour, Steel helmets and round or
target shields common.
Clothing: Males: sleevelesshide tunic, cropped at the waist, or fall-
ing 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 head-
band 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 morningstar table), longsword, harpoon, barbed arrows.
h^ClkCOND Ci1lCN:
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 Uruk-
hai are usually ungainly to look upon, but perform admirably. Iron,
steel, hide, and sineware 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 tribes 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 Light: You suffer the penalties in daylight that common
orcs do (60% activity in ful, natural sunlight, 80%activity in ar-
tifical 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
9l
Bred 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 spe-
cial bonus of +10 toyour Body Development skill [25 points]
Bred for Carnage: You receive a special bonus of +20 to your
Frenzy manoeuvres. Concussion hits dealt while frenzied are tripled
instead od doubled [30 points].
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 3
Soft Leather skil l 1
Rigid Leat her skill 3
Armour Medium ski ll category 3
Chain skill 3
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 3
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 1
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 1
Riding ski ll (usual ly wolves) 1
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 1
Ambush 1
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon 1 H Edged ski ll category 4
1 Weapon Based on Cul ture/Race 4
Weapon 2 Handed skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 10
Talent Poi nts (cost: 123) 45
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +8
Me: 0
Re: 0
SD: -2
Em: -6
In: -2
Pr: -4
Qu: 0
St: +4
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +20
Disease: +5
Body Dev.
Progression:
07531
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
05322
Mentalism
PP Dev.
Progression:
05322
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
92
H^lCkC:
, s|. i.aeac| ,| i|aac|l
Half-orcs are a hideous creation, born of Man andOrc. 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.
iH:lC^l CH^k^C1Ck
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 ex-
haustion points (see Section 22.3).
Height: Males average 58"; females, 55".
Lifespan: Normally 250-500years.
Race Abilities: Half-orc.
Resistance: +15 DB andRRbonuses 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, theycan still see 5'.
COl1OkC
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 sunlit 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 currentlyassociated 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.
C1HCk ^C1Ck:
Demeanour: Half-orcs are normally cruel, jealous, petty, ambi-
tious, selfish, and suspicious.
Language: Starting Languages: Westron (S8/W4), Orkish (S8/W4),
Black Speech (S4/W3). All owed Adolescence Development: Westron
(S10/W8), Orkish (S10/W8), Black Speech (S8/W8), Dunael
(S6/W6).
Prejudices: Half-orcs dislike most races, but they particularly des-
pise Elves and Dunedain.
Professions: All available except Barbarian, Drughn, Kekhavra,
Vracara, Wegech.
Training Packages: All available except Beastmaster and the
training packages specific to other race/cultures
Special Skills: Everyman: none; Restricted: 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.
CO1l11lN Ci1lCN:
Armour: Any. Chain and plate armour are made of utilitariansteel.
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.
h^ClkCOND Ci1lCN:
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.
CULTURES/RACES FOR OTHER ERAS
93
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 3
Soft Leather skil l 1
Rigid Leat her skill 3
Armour Medium skil l cat egory 1
Chain skill 1
Athl et ic Brawn skill category 1
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 2
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 2
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 1
Ambush 1
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 3
1 Weapon Based on Cul ture/Race 3
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Missile ski ll category 1
1 Weapon Based on Cul ture/Race 1
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 12
Talent Poi nts (cost: 88) 50
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +2
Me: 0
Re: 0
SD: +5
Em: -2
In: 0
Pr: -2
Qu: 0
St: +2
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +10
Disease: 0
Body Dev.
Progression:
06421
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
04321
Mentalism
PP Dev.
Progression:
04321
Soul
Departure:
6
Race Type:
2
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
91
C^VC 1kCll:
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.
iH:lC^l CH^k^C1Ck
Build: Cave Trolls are huge and immensely strong, with thick bod-
ies 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, 102.
Lifespan: 250-350 years.
Race Abilities: Torog.
Resistance: Trolls do not know fear +100 RR vs fear. Except for
sunlight of course.
Special Abilities: Atrolls hide providesa 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 themto 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 its smell.
They get a special bonus of +10 to anyAwareness 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 fromheat and coldattacks.
They have huge claws whichthey can use as weapons.
COl1OkC
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.
C1HCk ^C1Ck:
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). Allowed Adolescence Development: bebased Westron
(S6/W2), Dunael (S6/W2).
Prejudices: Trolls have little regard for anyone, although they par-
ticularly hate Dwarves.
Professions: Wild Trolls only produce fighters or barbarians.
Training Packages: Only hunter, Mercenary, Soldier, Traveller,
Wanderer.
Special Skills: Everyman: Racial Attacks (Huge Claw), Sense
Awareness (Smell), Sense Awareness (hearing), Spatial Location
Awerness 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, 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).
CO1l11lN Ci1lCN:
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.
h^ClkCOND Ci1lCN:
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 ob-
tained because some individual of another race lost it through care-
lessness, 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, theyd 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
93
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 3
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 5
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 1
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 3
1 Weapon Based on Cul ture/Race 3
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 3
1 Weapon Based on Cul ture/Race 3
Hobby Ranks (see Secti on 13.0) 8
Talent Poi nts (cost: 263) 15
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages
- See the specific culture/race entry
Stat
Bonuses:
Ag: -4
Co: +6
Me: -4
Re: -4
SD: -4
Em: -4
In: -4
Pr: -4
Qu: -4
St: +6
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +30
Disease: +10
Body Dev.
Progression:
0111091
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
02111
Mentalism
PP Dev.
Progression:
02111
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
9o
CkkC:1 1kCll:
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.
iH:lC^l CH^k^C1Ck
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, femalesaverage 476lbs.
Colouring: Various shades of brown, green, or grey hide, with
black or brown eyes. They have black blood. Facial hair is sporadic
and coarse withhead hair similiar but much more greasy.
Endurance: Average.
Height: males average 9; females, 82.
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, dun-
geons), 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 fromheat and coldattacks.
Atrolls 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,
Cbecomes an A, etc.)
They have large claws and fierce bite which they can use as
weapons.
COl1OkC
Clothing &Decoration: none or vests and boots made fromanimal
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.
C1HCk ^C1Ck:
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). Allowed Adolescence Development: bebased Westron
(S6/W2), Dunael (S6/W2).
Prejudices: Trolls have little regard for anyone, although they par-
ticularly hate Dwarves.
Professions: Forrest Trolls only produce figthersor barbarians.
Training Packages: Only hunter, Mercenary, Soldier, Traveller,
Wanderer.
Special Skills: Everyman: Racial Attacks (large bite), Racial
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, stalk-
ing, hiding, body development, caving, foraging, gambling, stone
crafts, leather crafts, trap building (snares), Fauna Lore (small
game).
CO1l11lN Ci1lCN:
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.
h^ClkCOND Ci1lCN:
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 en-
chanted. Although they may possess spell adders or daily spell
items, they cannot use them. No animals, if they had them, theyd
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
91
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 1
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 3
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 5
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 1
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 3
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 1
Stalki ng ski ll 1
Hiding skil l 1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 3
1 Weapon Based on Cul ture/Race 3
Weapon Missile ski ll category 2
1 Weapon Based on Cul ture/Race 2
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 1
1 Weapon Based on Cul ture/Race 1
Hobby Ranks (see Secti on 13.0) 8
Talent Poi nts (cost: 239) 20
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages
- See the specific culture/race entry
Stat
Bonuses:
Ag: -4
Co: +6
Me: -4
Re: -4
SD: -4
Em: -4
In: -4
Pr: -4
Qu: -4
St: +6
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +30
Disease: +10
Body Dev.
Progression:
0111091
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
02111
Mentalism
PP Dev.
Progression:
02111
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
98
Hlll 1kCll:
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).
iH:lC^l CH^k^C1Ck
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 withhead hair similiar but much more greasy.
Endurance: Average.
Height: males average 106; females, 98.
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, dun-
geons), Trolls can see at least 50 perfectly and fairly well up to
100. In absolute darkness (deep caverns), they can see 10.
Atrolls 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 dam-
age from all heat andcold attacks
COl1OkC
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 turnback 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
scatteredcaves 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 vic-
tims 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.
C1HCk ^C1Ck:
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). Allowed Adolescence Development: bebased Westron
(S6/W2), Dunael (S6/W2).
Prejudices: Trolls have little regard for anyone, although they par-
ticularly 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
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, gam-
bling, stone crafts, leather crafts, trap building (snares), Fauna Lore
(small game).
CO1l11lN Ci1lCN:
Weapons: Club, mace, war hammer, cudgel, thrown rock. The
weapons used by Hill Trolls are crude creations of wood amd stone
joined by sinewwrappings.
Armour: None or soft leather.
Clothing: Rough, sleeveless coat of hide; belt or strap of leather
from which to hang a weapon.
h^ClkCOND Ci1lCN:
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 ob-
tained because some individual of another race lost it through care-
lessness, 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, theyd 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
99
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 1
Armour Medium ski ll category 2
Chain skill 2
Athl et ic Brawn skill category 3
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 5
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 1
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 3
1 Weapon Based on Cul ture/Race 3
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 2
1 Weapon Based on Cul ture/Race 2
Hobby Ranks (see Secti on 13.0) 8
Talent Poi nts (cost: 253) 15
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages
- See the specific culture/race entry
Stat
Bonuses:
Ag: -4
Co: +6
Me: -4
Re: -4
SD: -4
Em: -4
In: -4
Pr: -4
Qu: -4
St: +6
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +30
Disease: +10
Body Dev.
Progression:
0111091
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
02111
Mentalism
PP Dev.
Progression:
02111
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
lOO
:NCu 1kCll:
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 followprey for
weeks all the way back their homes.
iH:lC^l CH^k^C1Ck
Build: Snowtrolls 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 glowfaintly 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 longperiods without food.
Height: males average 11; females 102.
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, dun-
geons), Trolls can see at least 50 perfectly and fairly well up to
100. In absolute darkness (deep caverns), they can see 10.
Atrolls 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 dam-
age from all heat andcold attacks.
COl1OkC
Clothing &Decoration: Little or none, animal hides.
Fears &Inabilities: Sunlight. They turn to huge pillars of icy slag
when exposed to daylight (in this formthey are vulnerable to any-
thing 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 byanoutside force does their popilation grow.
Religion: None.
C1HCk ^C1Ck:
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). Allowed Adolescence Development: bebased Labba
(S6/W2).
Prejudices: Trolls have little regard for anyone, although they par-
ticularly hate Dwarves.
Professions: SnowTrolls only produce figthers or barbarians.
Training Packages: Only hunter, Mercenary, Soldier, Traveller,
Wanderer.
Special Skills: Everyman: Racial Attack (huge claws) 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 inthe 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).
CO1l11lN Ci1lCN:
Weapons: Lumps of thrown ice, scavenged weapons.
Armour: None.
Clothing: Rough uncured hides.
h^ClkCOND Ci1lCN:
SnowTrolls 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 ob-
tained because some individual of another race lost it through care-
lessness, 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, theyd 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
lOl
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium ski ll category 0
Chain skill 0
Athl et ic Brawn skill category 3
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 0
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 5
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 1
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 4
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 1
Ambush 1
Subterfuge Stealt h ski ll category 1
Stalki ng ski ll 1
Hiding skil l 1
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 1
1 Weapon Based on Cul ture/Race 1
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 3
1 Weapon Based on Cul ture/Race 3
Hobby Ranks (see Secti on 13.0) 8
Talent Poi nts (cost: 251) 15
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages
- See the specific culture/race entry
Stat
Bonuses:
Ag: -4
Co: +6
Me: -4
Re: -4
SD: -4
Em: -4
In: -4
Pr: -4
Qu: -4
St: +6
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +30
Disease: +10
Body Dev.
Progression:
0111091
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
02111
Mentalism
PP Dev.
Progression:
02111
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
lO2
:1CNC 1kCll:
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 fromeach other,
and boasting of their riches. Their fratricidal tendencies are
extreme.
iH:lC^l CH^k^C1Ck
Build: Stone Trolls are huge and immensely strong, with thick bod-
ies and limbs. Their tough hides have an inconsistent quality; many
have overlapping scales and some have body hair. Weight males
averge 638 lbs, femalesaverage 476lbs.
Colouring: Various shades of brown, green, or grey hide, with
black or brown eyes. They have black blood. Facial hair is sporadic
and coarse withhead hair similiar but much more greasy.
Endurance: Average.
Height: males average 9; females, 82.
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, dun-
geons), Trolls can see at least 50 perfectly and fairly well up to
100. In absolute darkness (deep caverns), they can see 10.
Atrolls 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,
Cbecomes an A, etc.).
natural weapon large claws.
They are immune to natural heat and cold and only take half dam-
age from all heat andcold attacks.
COl1OkC
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.
C1HCk ^C1Ck:
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). Allowed Adolescence Development: bebased Westron
(S6/W2), Dunael (S6/W2).
Prejudices: Trolls have little regard for anyone, although they par-
ticularly hate Dwarves.
Professions: Wild 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
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, gam-
bling, stone crafts, leather crafts, trap building (snares), Fauna Lore
(small game).
CO1l11lN Ci1lCN:
Weapons: Club, mace, war hammer, cudgel, thrown rock. The
weapons used by Stone Trolls are crude creations of wood amd
stone joined by sinewwrappings.
Armour: None or soft leather.
Clothing: Rough, sleeveless coat of hide; belt or strap of leather
from which to hang a weapon.
h^ClkCOND Ci1lCN:
Stone Trolls receive 20 Talent Points(2Background 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 ob-
tained because some individual of another race lost it through care-
lessness, 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, theyd 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
lO3
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 1
Rigid Leat her skill 1
Armour Medium ski ll category 1
Chain skill 1
Athl et ic Brawn skill category 3
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 5
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 1
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 3
1 Weapon Based on Cul ture/Race 3
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 2
1 Weapon Based on Cul ture/Race 2
Hobby Ranks (see Secti on 13.0) 8
Talent Poi nts (cost: 233) 20
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages
- See the specific culture/race entry
Stat
Bonuses:
Ag: -4
Co: +6
Me: -4
Re: -4
SD: -4
Em: -4
In: -4
Pr: -4
Qu: -4
St: +6
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +30
Disease: +10
Body Dev.
Progression:
0111091
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
02111
Mentalism
PP Dev.
Progression:
02111
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
lO1
ClCH^l
, s|. C|el
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 knowno fear and thirst for blood andvictory.
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.
iH:lC^l CH^k^C1Ck
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
850pounds; females, 650 pounds.
Colouring: Black scaly hide, with black or brown eyes. They have
black blood.
Endurance: Average.
Height: males average 106; females, 98.
Lifespan: 150-250 years.
Race Abilities: Olog.
Resistance: Black Trolls ignore bleeding or stun results when given
a critical strike froma normal weapon, since they are more resistant
to unenchanted weapons.
Trolls do not knowfear +100 RRvs 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, dun-
geons), 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 critic-
als.
COl1OkC
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 pur-
pose 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 byanoutside force does their popilation grow.
Religion: None.
C1HCk ^C1Ck:
Demeanour: mean, slow, stupid, and somewhat lazy. They are rel-
atively quick.
Language: Starting Languages: They are capable of using normal
language properly, and speak Black Speech (S6/W2) and Westron
(S4/W2). Al lowed Adol escence Development: Westron (S8/W8), Black
Speech (S10/W10), Orkish (S8/W8).
Prejudices: Trolls have little regard for anyone, although they par-
ticularly hate Dwarves.
Professions: Olog-hai only produce figthers.
Training Packages: Only Mercenary, Soldier.
Special Skills: Everyman: All skills within one of the following cat-
egories: Weapon 1-h concussion, weapon 1-h edged, weapon 2-
handed or weapon thrown skill category Rest ricted: None.
Standard Hobby Skills: Armour light skills, Armour chain
skills, any weapon skills, tacking, ambush, stalking, hiding, obser-
vation, body development, caving, gambling, signaling, wrrestling,
metal crafts, leater crafts, trap building, leadership, interrogation,
tactics
CO1l11lN Ci1lCN:
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.
h^ClkCOND Ci1lCN:
Olog-hai get 10 Talent Points (1 BackgroundOption).
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
Awarenessand 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 com-
mon special itemspossessed 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 maximumof six hours [-15 points].
CULTURE/RACE OF ENDOR
lO3
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 1
Soft Leather skil l 0
Rigid Leat her skill 0
Armour Medium skil l cat egory 3
Chain skill 3
Athl et ic Brawn skill category 3
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 2
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 5
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 1
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 5
1 Weapon Based on Cul ture/Race 5
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 2
1 Weapon Based on Cul ture/Race 2
Hobby Ranks (see Secti on 13.0) 6
Talent Poi nts (cost: 290) 10
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages.
- See the specific culture/race entry.
Stat
Bonuses:
Ag: 0
Co: +6
Me: -2
Re: -2
SD: 0
Em: -4
In: -4
Pr: -2
Qu: 0
St: +8
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +20
Disease: +10
Body Dev.
Progression:
0151371
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
03211
Mentalism
PP Dev.
Progression:
03211
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
CULTURE/RACE OF ENDOR
lOo
H^l1kCll:
,s|. i.aceae ,| i|ac.a.l
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 andvaguely 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.
iH:lC^l CH^k^C1Ck
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 71; females, 610.
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 cav-
erns), 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.).
COl1OkC
Clothing &Decoration: They wear crude black clothing and con-
siderable 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 whencompelled to
by an outside force.
Religion: None.
C1HCk ^C1Ck:
Demeanour: mean, slow, stupid, and somewhat lazy. They are rel-
atively quick.
Language: Starti ng Languages: Half-trolls speak Black Speech
(S8/W8) and Westron (S6W6). All owed Adolescence Devel opment :
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 par-
ticularly hate Dwarves.
Professions: Half-trolls onlyproduce fighters.
Training Packages: Only Mercenary, Scout, Soldier.
Special Skills: Everyman: None Restricted: None.
Standard Hobby Skills: any armour skills, any weapon skills,
climbing, riding, tracking, ambush, stalking, hiding, pick lock, dis-
armtrap, obeservation, body development, acrobatics, animal hand-
ling, appraisal, caving, first aid, gambling, signaling, trickery,
wrestling, sprinting, metal crafts, leather crafts, fletching, leader-
ship, interrogation, seduction, tactics, relgion (black).
CO1l11lN Ci1lCN:
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,
war mattock, bastard sword, blowgun, 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 bando-
lier; black wrist guards; black boots; black cape of wool, silk, or the
pelt of a dark-furred beast.
h^ClkCOND Ci1lCN:
Half-trollsget 35Talent Points (3 Background Options).
Extra Languages: In addition to the tongues listed above, a Half-
troll might in unusual circumstance learn: Logathig (S8/W8).
Mental Abilities: All available. animal empathy (animal must be
one of those species more susceptible to Saurons influence - ser-
pent, 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 Saurons influence - ser-
pent, 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 itemspossessed 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 maximumof six hours [-15 points].
CULTURE/RACE OF ENDOR
lO1
^DClC:CCNCCN1 :llll
DCVClCiOCN1
Armour Light ski ll category 2
Soft Leather skil l 1
Rigid Leat her skill 2
Armour Medium ski ll category 3
Chain skill 3
Athl et ic Brawn skill category 2
Athl et ic Endurance skil l cat egory 1
Swimming skil l 0
Athl et ic Gymnasti cs skill category 1
Cli mbing skil l 1
Awareness Perceptions skil l cat egory 0
Alert ness skil l 1
Awareness Searching skill category 1
Body Development Skill Category 0
Body Development skil l 4
Combat Manoeuvres skil l cat egory 0
Mount ed Combat 0
Communi cati ons ski ll category 0
Language ski lls 4
Lore General skil l cat egory 2
Own Region Lore skill 3
Own Cul ture Lore skill 3
Outdoor Animal skil l cat egory 0
Riding ski ll (usual ly horses) 0
Outdoor Environmental skill category 2
Power Awareness ski ll category 0
Sci ence/Analyti c Basic skil l cat egory 0
Spel ls Own Realm Open Li st Skil l Category 0
skil l in one spel l li st 0
Subterfuge Stealt h ski ll category 0
Ambush 0
Subterfuge Stealt h ski ll category 0
Stalki ng ski ll 0
Hiding skil l 0
Tech/Trade General ski ll category 1
Urban skil l ski ll category 0
Weapon 1 H Conc skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon 1 H Edged ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon 2 Handed skill category 4
1 Weapon Based on Cul ture/Race 4
Weapon Missile ski ll category 0
1 Weapon Based on Cul ture/Race 0
Weapon Pol e arms skill category 0
1 Weapon Based on Cul ture/Race 0
Weapon Thrown skil l cat egory 2
1 Weapon Based on Cul ture/Race 2
Hobby Ranks (see Secti on 13.0) 8
Talent Poi nts (cost: 160) 35
- May onl y be al locat ed up to t he maximum number of
ranks l isted for the al lowed adolescence
l anguages .
- See the specific culture/race entry.
Stat
Bonuses:
Ag: -2
Co: +4
Me: -2
Re: -2
SD: -2
Em: -2
In: -2
Pr: -2
Qu: -2
St: +4
RRMods:
Ess: 0
Chan: 0
Ment: 0
Poison: +15
Disease: +5
Body Dev.
Progression:
09741
Channelling
PP Dev.
Progression:
06543
Essence
PP Dev.
Progresseion:
04321
Mentalism
PP Dev.
Progression:
04321
Soul
Departure:
1
Race Type:
2
Recovery
Multiplier:
0.5
lO8
This section contains a one page description for each character
profession.
Note: The cost of the Special Defences skill category, is the revised
cost aspresented in the Martial Arts Companion.
ikCC::lCN CN1klC:
The following information is
provided for each profession:
1) Profession Name: The
name of the profession is at
the top of the page.
2) Introductory Paragraph:
Ashort paragraph describing
the profession. When appro-
priate, some literary ex-
amples of the profession are
given.
3) Prime Stats: Listed here
are the two (or three) prime
stats. These stats must have a
starting Temporary value of a
least 90.
4) Special Notes: Listed
here are any special skill
bonuses or notes that are
applicable to the profession.
5) Spell lists: Listed here are
summaries of the base lists
that are available to the pro-
fession. In addition, a listing
of the other commonly avail-
able spell l ists is given.
Together with the book and
page number they are found
on.
6) Profession Bonuses:
Listed here are the bonuses
that the profession gats in
specific skill areas. These
bonuses modify the indicated
skill category(s) bonus(es).
7) Skil l s and Ski ll
Categories: Listed here are
the standard skill category
costs. After the skill category
costs, a list of the skills that
are classified as Everyman,
Occupational, and Restricted
for the profession are given.
8) Spell Development:
Listed here are the develop-
ment costs for developing
skill for certain spell lists at
various ranks. The numbers
in parentheses are the ranges
for the ranks(s) being de-
veloped.
9) Traini ng Packages:
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
(though the GMmay decide to allowthem).
THE PROFESSIONS
CH^NClllN ^lCHCOl:1
Channelling Alchemists are pure spell users of Channelling,
who have concentrated on the creation of it ems. Their base spells
deal with the creation of magical items, holy vestments, holy water,
and wards.
Leana listened as the demon crashed against the ward,
howling in rage and agony. If Rhiannon be wil ling,
she thought, it wil l hold another few moments. The
holy water is almost ready. Soon the creature will pay
for its misdeeds
Prime Stats: Intuition and Reasoning
Special Notes: This profession i s only avail able to the Dwaven
race.
CH^NNClllN ^lCHCOl:1 :iCll ll:1:
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 sl ightly
higher development point cost, he may also devel op Open and
Closed Essence spell li st s. Full descriptions of t hese lists can be
found in Spell Law (pages 73-92) and Essence companion (pages
93, 97, 98, 102, 106, 107). Other spell lists may be developed, but
will cost a higher number of development points.
Holy Armour: Creates magical amours.
Holy Office: Creates magical general items.
Holy Wards: Creates wards to protect people and sights.
Holy Weapons: Creates magical weapons.
Holy Works: Works organic matter
Inorganic Skills: Works inorganic matter
Liquid/Gas Skills: Creates potions.
Other Realm Imbedding: Imbeds spells fromrealms other
than his own.
Own RealmImbedding: Imbed spells fromhis own realm.
ikCC::lCN hCNO:C:
Crafting +15 Lore magical +5
Influence +5 Lore Obscure +5
Power Point Dev +5 PowerAwareness +5
Spell Group +5 Weapon Group +5
:llll: ^ND :llll C^1CCklC:
Armour Heavy 11 Outdoor Animal 3
Armour Light 2/2/2 Outdoor Environment 2/7
Armour Medium 10 PowerAwareness 2/5
Artistic Active 2/5 Power Manipulation 4/10
Artistic Passive2/5 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 Searching2/6 Special Defences 30
Awareness Senses3/7 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 cat egori es are: 1-H Concus sion, 1-H Edged, 2-Handed, Mi ssi l eArt i ll ery,
Pole Arms, and Thrown.
Everyman Skills: Time Sense, Magic Ritual, Chanelling,
Meditation.
Occupational Skills: Six crafting skills of the players choice,
Religion.
Restricted Skills: None.
:iCll DCVClCiOCN1
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:
Arcane list (1-5) 6/6 Base list (1-5) 50
Arcane list (6-10) 8/8 Base list (6-10) 70
Arcane list (11-15) 10/10 Base list (11-15) 90
Arcane list (16-20) 12 Base list (16-20) 110
Arcane 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
Firs t 5 li st s devel oped i n a given level : .. .. ... ... .. ... ... ... .. ... ... ... .. ... ... .. ... ... ... .. ... ... ... .. . x1 cost
6th - 10t h l is ts devel oped i n a given l evel : . ... .. ... ... ... .. ... ... ... .. ... ... .. ... ... ... .. ... ... ... .. . x2 cost
11t h - up l i sts developed in a gi ven l evel: ... ... .. ... ... ... .. ... ... ... .. ... ... .. ... ... ... .. ... ... ... .. . x4 cost
1k^l NlN i^Cl^C:
Adventurer 45 Amateur Mage 25
Animal Handler 23 Animal Friend 39
Architect 25 Crafter 24
Astronomer 27 Burglar 36
City Guard32 Cloistered Academic 24
Con Man 29 Cut Purse 43
Explorer 37 Fortune Teller 22
Healer 23 Hermit 41
Herbalist 22 Hunter 44
Laborer21 Loremaster 22
Mercenary49 Merchant 20
Performar28 Sailor 25
Sage 42 Scout 30
Spy41 Soldier 36
Traveller 21 Wanderer 33
Weapon Master60 Zealot 30
Arumbarlie 45 Beastmaster 44
Dwarven Berserker 57 Estehildi 33
FaradrimAran 64 Farmer 35
Healer (Orc)25 Infantryman kings corps 59
Innkeeper29 Magic Crafter 28
Marines Royal NAvy53 FaradrimForod 64
Scribe 31 Shaman Priest (MERP) 31
Tracker51 Wolfrider 55
Silli Niennava 41
A
w
E
F
D
C
B
H
I
lO9
h^kh^kl^N
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, andCerebus.
Prime Stats: Strength and Constitution.
h^kh^kl^N :iCll ll:1:
The Barbarian has no base lists, though he may learn (at high
development point cost) spells fromhis chosen realmof magic.
ikCC::lCN hCNO:C:
Awareness Group +5 Subterfuge Stealth +5
Body Development +15 Weapon Group +15
Outdoor Group +10
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 20
Athletic Brawn2/4 Science Basic 3/7
Athletic Endurance 2/5 Science Specialized 15
Athletic Gymnastic 2/6 Self Control 2/7
Awareness Perceptions2/6 Special Attacks 2/7
Awareness Searching 2/6 Special Defenses 25
Awareness Senses1/5 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
Influence2/7 Urban 4
Lore General1/3 Weapon Category 1 1/5
Lore Magical 6 Weapon Category 2 2/5
Lore Obscure3/7 Weapon Category 3 3/8
Lore Technical 2/6 Weapon Category 4 4
Martial Arts Strikes 3/6 Weapon Category 5 4
Martial Arts Sweeps3/8 Weapon Category 6 6
Weapon Category 7 6
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown. The player should assign one of the categories to
each of the weapon categories above.
Everyman Skills: Any one Survival skill, any one Riding skill,
Foraging, and Weather Watching
Ocupational Skills: None
RestrictedSkills: Urban skills
:iCll DCVClCiOCN1
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
OTHERREALM:
Base list (1-5) 120 Traing package list (all) 16/16
Base list (6-10) 240
Base list (11-15) 360
Base list (16-20) 480
Base list (21+) 600
Closed list (1-5) 110 Open list (1-5) 100
Closed list (6-10) 220 Open list (6-10) 200
Closed list (11-15) 330 Open list (11-15) 300
Closed list (16-20) 440 Open list (16-20) 400
Closed list (21+) 550 Open list (21+) 500
First 5 lists developed i n a given level:................................................................... x1 cost
6th - 10th lists developed in a given level :.............................................................. x2 cost
11th - up li sts developed in a given level: ............................................................... x4 cost
For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 36
Amateur Mage 52
Anamartar 51
Animal Handler 11
Animal Friend 25
Apothecary (MERP) 31
Architect 11
Astronomer 33
Beastmaster33(40)
Burglar 24
City Guard 21
Cloistered Academic 33
Con Man 22
Crafter 24
Cut Purse 26
Dwarven Berserker 39
Estehildi 41
Explorer 32
FaradrimAran 53
FaradrimForod 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
Sage51(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
llO
lH1Ck
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 andStrength
lH1Ck :iCll ll:1:
The Fighter has no base lists, though he may learn (at a high
development point cost) spells fromhis chosen realm of magic.
ikCC::lCN hCNO:C:
Armour Group +10 Combat Manoeuvres +10
Body Development +10 Weapon Group +20
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 20
Athletic Brawn2/5 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 Searching2/5 Special Defences 25
Awareness Senses2/6 Subterfuge Attack6/10
Body Development2/5 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
Influence2/7 Urban 2/4
Lore General1/3 Weapon Category 1 1/5
Lore Magical 6 Weapon Category 2 2/5
Lore Obscure3/7 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 Sweeps3/5 Weapon Category 6 5
Weapon Category 7 5
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown. The player should assign one of the categories to
each of the weapon categories above.
Everyman Skills: Situational Awareness: Combat, Leadership,
Frenzy, any one non-Restricted Combat Manoeuvre, Boxing,
Wrestling.
Occupational Skills: None
RestrictedSkills: None
:iCll DCVClCiOCN1
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
OTHERREALM:
Base list (1-5) 120 Traing package list (all) 16/16
Base list (6-10) 240
Base list (11-15) 360
Base list (16-20) 480
Base list (21+) 600
Closed list (1-5) 105 Open list (1-5) 90
Closed list (6-10) 210 Open list (6-10)180
Closed list (11-15) 315 Open list (11-15) 270
Closed list (16-20) 420 Open list (16-20) 360
Closed list (21+) 525 Open list (21+) 450
First 5 lists developed i n a given level:................................................................... x1 cost
6th - 10th lists developed in a given level :............................................................. x2 cost
11th - up li sts developed in a given level:............................................................... x4 cost
For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 36
Amateur Mage 51
Anamartar 48
Animal Handler 11
Animal Friend 28
Apothecary (MERP) 29
Architect 26
Astronomer 34
Beastmaster35(42)
Burglar 24
City Guard 19
Cloistered Academic 31
Con Man 22
Crafter 24
Cut Purse 23
Dwarven Berserker 36
Estehildi 41
Explorer 32
FaradrimAran 54
FaradrimForod 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
Sage51(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
lll
l^O^N
Normally each character has an adventuring profession,
reflecting howhis early training and life have moulded his thought
patterns. However, the Layman profusion represents characters who
do not have a standard adventuring profession. Most non-
adventuring NPCSwill 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 ap-
propriate to the occupation. Some sample occupations are given on
the next page.
l^O^N :iCll ll:1:
The Layman has no base lists, though he may learn (at a high
development point cost) spells fromhis chosen realmof magic.
ikCC::lCN hCNO:C:
Athletic Group +5 Power Awareness +5
Awareness Group +5 Power Manipulation +5
Body Development +5 Self Control +5
Crafts +5 Technical/Trade Group +5
Outdoor Group +5 Weapon Group +5
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 10
Athletic Brawn3/6 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 Searching2/6 Special Defences 20
Awareness Senses2/6 Subterfuge Attack6/12
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 Spells3/6 Technical Vocational 5/12
Influence2/5 Urban 2/5
Lore General1/3 Weapon Category 1 3/6
Lore Magical 3 Weapon Category 2 3/6
Lore Obscure3/7 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
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown. The player should assign one of the categories to
each of the weapon categories above.
EverymanSkills: none
Occupational Skills; any one Craft (and any associated skills from
other categories, GMs discretion).
RestrictedSkills: None
:iCll DCVClCiOCN1
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
OTHERREALM:
Traing package list (all) 16/16
Closed list (1-5) 80 Open list (1-5) 40
Closed list (6-10) 160 Open list (6-10) 80
Closed list (11-15) 240 Open list (11-15) 120
Closed list (16-20) 320 Open list (16-20) 160
Closed list (21+) 400 Open list (21+) 200
First 5 lists developed i n a given level:................................................................... x1 cost
6th - 10th lists developed in a given level :.............................................................. x2 cost
11th - up li sts developed in a given level: ............................................................... x4 cost
For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 36
Amateur Mage 37
Anamartar 44
Animal Handler 18
Animal Friend 30
Apothecary (MERP) 29
Architect 26
Astronomer 29
Beastmaster39(45)
Burglar 25
City Guard 24
Cloistered Academic 27
Con Man 22
Crafter 24
Cut Purse 24
Dwarven Berserker 45
Estehildi 41
Explorer 33
FaradrimAran 57
FaradrimForod 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
Sage48(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
ll2
:^OilC l^O^N CCCOi^1lCN:
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, Stilt-
walking, 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 followingphysic, 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 andAnimal Handling.
Everyman SkillsAnimal Healing and Weather Watching
Herder
Aperson who knows howto get animals fromAto B, hopefully
without losing any.
Occupational Skills Herding(select Animal)
Everyman SkillsAnimal Handling (select animal).
Merchant
From the humble street peddler to the importer of exotic goods.
If you want it theyll sell it to you, sometimes even when you dont!
Occupational Skills Trading, choose one skill from the following
Appraisal, Evaluate Armour, Evaluate Metal, Evaluate Stone,
Evaluate Weapon.
Everyman Skills Trading Lore, Advertizing.
Nandorin(SilvanElf) Healer
Askilled practitioner in the use of herbsto aid healing.
Occupational skills herb lore, prepare herbs, use prepared herbs.
Everyman skills diagnostics, first aid, second aid, poison lore. You
maylearn appropriate spell liststo 5th level.
Estehildi Healer
Amember 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.
Everyman skills are SecondAid.
Midwife
A healer skilled in the areas of pregnancy, birthing, child-
sickness 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 PoisonLore, 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.
ll3
kCOC
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 allowhim
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 Fahfardand the Grey Mouser, RobinHood.
Prime Stats: Agility and Strength
kCOC :iCll ll:1:
The Rogue has no base lists, though he may learn (at a high
development point cost) spells fromhis chosen realmof magic.
ikCC::lCN hCNO:C:
Armour Group +5 Combat Manoeuvres +5
Athletic Gymnastic +5 Subterfuge Group +10
Awareness Group +5 Weapon Group +15
Body Development +5
:llll: ^ND :llll C^1CCklC:
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
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown. The player should assign one of the categories to
each of the weapon categories above,
Everyman Skills: Duping, Lock Lore, choice of one Situational
Awareness, one of either Boxing or Wrestling.
Occupational Skills: none
RestrictedSkills: None
:iCll DCVClCiOCN1
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
OTHERREALM:
Traing package list (all) 16/16
Closed list (1-5) 90 Open list (1-5) 60
Closed list (6-10) 180 Open list (6-10) 120
Closed list (11-15) 270 Open list (11-15) 180
Closed list (16-20) 360 Open list (16-20) 240
Closed list (21+) 450 Open list (21+) 300
First 5 lists developed i n a given level:................................................................... x1 cost
6th - 10th lists developed in a given level :.............................................................. x2 cost
11th - up li sts developed in a given level: ............................................................... x4 cost
For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 34
Amateur Mage 46
Anamartar 48
Animal Handler 11
Animal Friend 25
Apothecary (MERP) 29
Architect 26
Astronomer 34
Beastmaster34(41)
Burglar 21
City Guard 20
Cloistered Academic 30
Con Man 18
Crafter 24
Cut Purse 14
Dwarven Berserker 40
Estehildi 41
Explorer 31
FaradrimAran 54
FaradrimForod 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
Sage50(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
ll1
1HlC
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
armour, 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
1HlC :iCll ll:1:
The Thief has no base lists, though he may learn (at a high
development point cost) spells fromhis chosen realmof magic.
ikCC::lCN hCNO:C:
Athletic Gymnastic +5 Self Control +5
Awareness Group +10 Subterfuge Group +15
Body Development +5 Weapon Group +10
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 15
Athletic Brawn3/6 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 Searching1/3 Special Defences 25
Awareness Senses2/5 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
Influence2/5 Urban 1/2
Lore General1/3 Weapon Category 1 2/7
Lore Magical 5 Weapon Category 2 3/8
Lore Obscure3/7 Weapon Category 3 4
Lore Technical 2/4 Weapon Category 4 4
Martial Arts Strikes 3/7 Weapon Category 5 4
Martial Arts Sweeps3/7 Weapon Category 6 6
Weapon Category 7 6
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown. The player should assign one of the categories to
each of the weapon categories above.
Everyman Skills: choice of one Situational Awareness, Duping,
Subdual, Operating Equipment
Occupational Skills: Lock Lore
RestrictedSkills: None
:iCll DCVClCiOCN1
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
OTHERREALM:
Training Package list (all) 16/16
Closed list (1-5) 100 Open list (1-5) 80
Closed list (6-10) 200 Open list (6-10)160
Closed list (11-15) 300 Open list (11-15) 240
Closed list (16-20) 400 Open list (16-20) 320
Closed list (21+) 500 Open list (21+) 400
First 5 lists developed i n a given level:................................................................... x1 cost
6th - 10th lists developed in a given level :............................................................. x2 cost
11th - up li sts developed in a given level:............................................................... x4 cost
For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 34
Amateur Mage 47
Anamartar 48
Animal Handler 18
Animal Friend 28
Apothecary (MERP) 29
Architect 26
Astronomer 34
Beastmaster37(45)
Burglar 18
City Guard 21
Cloistered Academic 31
Con Man 18
Crafter 24
Cut Purse 14
Dwarven Berserker 43
Estehildi 41
Explorer 31
FaradrimAran 53
FaradrimForod 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
Sage50(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
ll3
O^lCl^N
Magicians are Pure spell users of Essence who have concen-
trated on elemental spells. Their base spells deal with the elements
of earth, water, air, and heat.
Prime Stats: Empathyand Reasoning
O^lCl^N :iCll ll:1:
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 materi-
als.
Fire Law: Manipulating fire and heat manipulation (including ele-
mental attacks).
Ice Law: Manipulating ice and cold (including elemental attacks).
Light Law: Manipulating light and electricity (including elemental
attacks).
Water Law: Manipulating water and other fluids (including ele-
mental attacks).
WindLaw: Manipulating wind and air.
ikCC::lCN hCNO:C:
Directed Spells +10 Power Manipulation +10
Lore Magical +10 Power Point Dev +5
Power Awareness +10 Spell Group +5
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 4
Athletic Brawn 6 Science Basic 1/4
Athletic Endurance 3 Science Specialized6/14
Athletic Gymnastic 3 Self Control 6
Awareness Perception 6 Special Attacks 15
Awareness Searching 3 Special Defences 30
Awareness Senses3/7 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 2/5 Technical Vocational 5/12
Influence2/6 Urban 3
Lore General1/3 Weapon Category 1 9
Lore Magical1/4 Weapon Category 2 20
Lore Obscure3/7 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 weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown.
EverymanSkills: Time Sense, Spell Mastery, Meditation
Occupational Skills: none
RestrictedSkills: None
:iCll DCVClCiOCN1
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
Open list (21+) 6/6/6 Closed list (21+) 8/8
OTHERREALM:
Base list (1-5) 50 Training Package list (all) 8/8
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ............................................................ x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 46
Amateur Mage 26
Anamartar 46
Animal Handler 23
Animal Friend 39
Apothecary (MERP) 31
Architect 25
Astronomer 29
Beastmaster 46
Burglar 37
City Guard 39
Cloistered Academic 24
Con Man 28
Crafter 24
Cut Purse 37
Dwarven Berserker 62
Estehildi 41
Explorer 39
FaradrimAran 74
FaradrimForod 71
Farmer 41
Fortune Teller 20
Healer 21
Healer (Orc) 27
Herbalist 27
Hermit 46
Hunter 47
Innkeeper 29
Kings Corps 65
Labourer 27
Loremaster 19
Magic Crafter 27
Royal Navy(Marine) 62
Mercenary 56
Merchant 21
Midwife 18
Noble 28
Performer 27
Sailor 24
Sage 45
Scout 37
Scribe 32
Shaman Priest (MERP) 40
Silli Niennava 30
Skuiftlaika 55
Soldier 50
Spy 39
Surgeon 26
Territorial Corps 55
T. Corps (Reservists) 46
Tracker 53
Traveller 20
Wanderer 34
Weapon Master 73
Wolfrider 60
Zealot 32
llo
C::CNCC ^lCHCOl:1
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: Empathyand Reasoning
C::CNCC ^lCHCOl:1 :iCll ll:1:
Essence Alchemists have six base lists which are chosen from
the nine base spells lists found below. Lists not chosen are treated
as Own RealmOther 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: Createsmagical amours.
Elven Inorganic Skills: Works inorganic matter. This list can only
be developedby Elven characters.
General Enchantments: Creates magical general items.
Inorganic Skills (MERP): Works inorganic matter. This list is for
non-Elven characters only.
ItemAnalysis: Analysis the workings of items of power.
Liquid/Gas Skills: Creates potions.
Organic Skills: Works organic matter.
Other RealmImbedding: Imbeds spells fromrealms other than his
own.
OwnRealmImbedding: Imbed spells from his own realm.
Weapon Enchantments: Creates magical weapons. The spells for
imbueing intelligence e.g., 3. Empathy dont exsist in Middle-earth.
ikCC::lCN hCNO:C:
Crafting +15 Lore magical +5
Lore Obscure +5 Lore Technical +5
Power Point Dev +5 Power Awareness +5
Spell Group +5 Technical Vocational +5
:llll: ^ND :llll C^1CCklC:
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 categories are: 1-H Concussion, 1-H Edged, 2-Handed, Missile Art illery,
Pole Arms, and Thrown.
EverymanSkills: Time Sense, Meditation, Artifact Lore
Occupational Skills: Six crafting skills of the players choice.
RestrictedSkills: None
:iCll DCVClCiOCN1
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
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
OTHERREALM:
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ........................................................... x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 45
Amateur Mage 26
Anamartar 45
Animal Handler 23
Animal Friend 41
Apothecary (MERP) 29
Architect 25
Astronomer 27
Beastmaster 47
Burglar 34
City Guard 32
Cloistered Academic 24
Con Man 30
Crafter 24
Cut Purse 44
Dwarven Berserker 55
Estehildi 41
Explorer 38
FaradrimAran 69
FaradrimForod 65
Farmer 40
Fortune Teller 20
Healer 21
Healer (Orc) 27
Herbalis t27
Hermit 46
Hunter 46
Innkeeper 29
Kings Corps 57
Labourer 25
Loremaster 19
Magic Crafter 27
Royal Navy(Marine) 55
Mercenary 51
Merchant 21
Midwife 18
Noble 28
Performer 28
Sailor 26
Sage 43
Scout 34
Scribe 32
Shaman Priest (MERP) 30
Silli Niennava 40
Skuiftlaika 56
Soldier 38
Spy 43
Surgeon 24
Territorial Corps 45
T. Corps (Reservists) 29
Tracker 52
Traveller 23
Wanderer 35
Weapon Master 63
Wolfrider 55
Zealot 28
ll1
^NlOl:1
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
themUrdharkona.
Prime Stats: Intuition and Memory.
Special: Wita may swop 2 Animist base lists for a Cleric base list
and a Ranger base list.
^NlOl:1 :iCll ll:1:
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).
Natures Lore: Gleaning information fromthe environment.
Natures Movement/Senses: Enhancing abilities and senses of the
Animist.
Natures Protection: Resisting and protecting using the elements
of nature.
Plant Mastery: Growing, restoring, and affecting plants in various
ways.
ikCC::lCN hCNO:C:
Awareness Group +5 Power Manipulation +5
Lore Magical +5 Power Point Dev +5
Outdoor Group +20 Spell Group +5
Power Awareness +5
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 4
Athletic Brawn 4 Science Basic 1/4
Athletic Endurance 3 Science Specialized6/14
Athletic Gymnastic 3 Self Control 5
Awareness Perception 6 Special Attacks 10
Awareness Searching1/5 Special Defences 30
Awareness Senses3/7 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
Influence2/6 Urban 4
Lore General1/3 Weapon Category 1 6
Lore Magical2/5 Weapon Category 2 7
Lore Obscure3/7 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 categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown.
EverymanSkills: Time Sense, Meditation, Religion, Divination
Occupational Skills: Herb Lore
RestrictedSkills: none
:iCll DCVClCiOCN1
N.B. Spell lists can only be learnt to 10th level during character
creation.
OWNREALM:
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
OTHERREALM:
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ............................................................ x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 41
Amateur Mage 28
Anamartar 45
Animal Handler 11
Animal Friend 27
Architect 25
Apothecary (MERP) 31
Astronomer 25
Beastmaster 36
Burglar 36
City Guard 32
CloisteredAcademic 24
Con Man 24
Crafter 24
Cut Purse 33
Dwarven Berserker 56
Estehildi 41
Explorer 36
FaradrimAran 64
Faradrim Forod 61
Farmer 29
Fortune Teller 18
Healer 21
Healer (Orc) 27
Herbalist 20
Hermit 38
Hunter 33
Innkeeper 30
Kings Corps 59
Labourer 20
Loremaster 22
Magic Crafter 28
Royal Navy (Marine) 55
Mercenary 49
Merchant 21
Midwife 18
Noble 27
Performer 27
Sailor 22
Sage 45
Scout 22
Scribe 31
Shaman Priest (MERP) 28
Silli Niennava 36
Skuiftlaika 53
Soldier 36
Spy 33
Surgeon 26
Territorial Corps 41
T. Corps (Reservists) 29
Tracker 45
Traveller 13
Wanderer 28
Weapon Master 60
Wolfrider 53
Zealot 30
ll8
CH^NNClllN ^lCHCOl:1
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: Intuitionand Reasoning
Special Notes: This profession is only available to the Dwarven
race.
CH^NNClllN ^lCHCOl:1 :iCll ll:1:
Channelling Alchemists have six base lists which are chosen
from the nine base spells lists found below. Lists not chosen are
treated as Own RealmOther 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 de-
veloped, but will cost a higher number of development points.
DwarvenArmour: Creates magical amours.
Holy Office: Creates magical general items.
HolyWards: Creates wards toprotect people and sights.
Holy Weapons: Creates magical weapons. The spells for imbueing
intelligence e.g., 3. Empathy dont exsist in Middle-earth.
HolyWorks: Works organic matter.
DwarvenInorganic Skills: Works inorganic matter.
Liquid/Gas Skills: Creates potions.
Other RealmImbedding: Imbeds spells from realms other
than his own.
OwnRealmImbedding: Imbed spells from his own realm.
ikCC::lCN hCNO:C:
Crafting +15 Lore magical +5
Influence +5 Lore Obscure +5
Power Point Dev +5 Power Awareness +5
Spell Group +5 Weapon Group +5
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 4
Athletic Brawn 3 Science Basic 1/4
Athletic Endurance 3 Science Specialized6/14
Athletic Gymnastic 6 Self Control 5
Awareness Perception 6 Special Attacks 10
Awareness Searching 2/6 Special Defences 30
Awareness Senses3/7 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 categories are: 1-H Concussion, 1-H Edged, 2-Handed, Missile Art illery,
Pole Arms, and Thrown.
EverymanSkills: Time Sense, Meditation. Artifact Lore.
Occupational Skills: Six crafting skills of the players choice,
Religion.
RestrictedSkills: None.
:iCll DCVClCiOCN1
N.B. Spell lists can only be learnt to 10th level during character
creation.
OWNREALM:
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
OTHERREALM:
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ........................................................... x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 45
Amateur Mage 28
Anamartar 45
Animal Handler 23
Animal Friend 39
Apothecary (MERP) 29
Architect 25
Astronomer 27
Beastmaster 46
Burglar 36
City Guard 32
Cloistered Academic 24
Con Man 29
Crafter 24
Cut Purse 43
Dwarven Berserker 57
Estehildi 41
Explorer 39
FaradrimAran 68
FaradrimForod 64
Farmer 35
Fortune Teller 21
Healer 21
Healer (Orc) 27
Herbalist 24
Hermit 41
Hunter 44
Innkeeper 29
Kings Corps 59
Labourer 21
Loremaster 22
Magic Crafter 28
Royal Navy(Marine) 56
Mercenary 49
Merchant 21
Midwife 18
Noble 28
Performer 28
Sailor 25
Sage 45
Scout 30
Scribe 31
Shaman Priest (MERP) 31
Silli Niennava 36
Skuiftlaika 54
Soldier 37
Spy 41
Surgeon 26
Territorial Corps 43
T. Corps (Reservists) 29
Tracker 51
Traveller 21
Wanderer 33
Weapon Master 64
Wolfrider 55
Zealot 30
ll9
k^NCk
Rangers are Semi spell users who combine the realm of
Channelling with the realm of Arms. Their base spells deal with
operatingin the outdoors and manipulating the weather.
Prime Stats: Constitution andIntuition
k^NCk :iCll ll:1:
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 bo-
nuses to certain types of activities.
Moving Ways: Enhancing the moving abilities of the caster.
Natures Guises: Providinghiding and disguises.
Natures Summons: Summoning assistance in the form of various
types of animals, assisting the local plant life in growth, and pray-
ingfor weather effects.
Natures Way: Surviving in the wilderness (e.g., finding water,
shelter, etc.).
PathMastery: Discovering information about paths.
ikCC::lCN hCNO:C:
Athletic Group +5 Outdoor Group +20
Awareness Group +10 Subterfuge Stealth +5
Body Development +5 Weapon Group +5
:llll: ^ND :llll C^1CCklC:
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 Searching1/4 Special Defences 30
Awareness Senses2/5 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
Influence2/6 Urban 3/6
Lore General1/3 Weapon Category 1 3/7
Lore Magical3/6 Weapon Category 2 4
Lore Obscure3/7 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
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown.
EverymanSkills: none
Occupational Skills: none
RestrictedSkills: none
:iCll DCVClCiOCN1
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
Open list (11-15) 12 Closed list (11-15) 25
Open list (16-20) 18 Closed list (16-20) 40
Open list (21+) 25 Closed list (21+) 60
OTHERREALM:
Training package list 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 (16-20) 100 Closed list (16-20)100
Open list (21+) 120 Closed list (2 1+)120
First 5 lists developed i n a given level:................................................................... x1 cost
6th - 10th lists developed in a given level :.............................................................. x2 cost
11th - up li sts developed in a given level: ............................................................... x4 cost
For spell lists not shown, see the Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 35
Amateur Mage 37
Anamartar 47
Animal Handler 11
Animal Friend 24
Architect 26
Apothecary (MERP) 29
Astronomer 27
Beastmaster 35
Burglar 28
City Guard 24
Cloistered Academic 28
Con Man 20
Crafter 24
Cut Purse 24
Dwarven Berserker 46
Estehildi 41
Explorer 32
FaradrimAran 57
FaradrimForod 54
Farmer 27
Fortune Teller 27
Healer 21
Healer (Orc) 27
Herbalist 20
Hermit 31
Hunter 28
Innkeeper 29
Kings Corps 50
Labourer 15
Loremaster 24
Magic Crafter 31
Royal Navy(Marine) 46
Mercenary 42
Merchant 24
Midwife 18
Noble 25
Performer 29
Sailor 18
Sage 50
Scout 18
Scribe 31
Shaman Priest (MERP) 34
Silli Niennava 39
Skuiftlaika 39
Soldier 28
Spy 25
Surgeon 27
Territorial Corps 31
T. Corps (Reservists) 23
Tracker 34
Traveller 11
Wanderer 28
Weapon Master 53
Wolfrider 42
Zealot 29
l2O
h^kD
Bards are Semi spell users who combine the realmof Mentalism
with the realm of Arms. Their base spells deal sound, lore, enter-
taining, and item use
Prime Stats: Memory and Presence
h^kD :iCll ll:1:
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 develop-
ment points.
Controlling Songs: Controlling a target in a variety of ways.
Entertaining Ways: Providing assistance to a stage performance.
ItemLore: Discerning information about objects.
Lores: Affecting the casters ability to learn or knowinformation.
Sound Control: Controlling sounds to produce a variety of effects.
Sound Projection: Enhancing sounds in a variety of ways (includ-
ingenhancing spells fromthe ControllingSongs spell list).
ikCC::lCN hCNO:C:
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
:llll: ^ND :llll C^1CCklC:
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 Searching2/6 Special Defences 15
Awareness Senses3/7 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
Influence1/4 Urban 2/4
Lore General1/2 Weapon Category 1 3/9
Lore Magical1/4 Weapon Category 2 6
Lore Obscure2/4 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 weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Anus, and Thrown.
EverymanSkills: Time Sense
Occupational Skills: none
RestrictedSkills: None
:iCll DCVClCiOCN1
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
Open list (11-15) 12 Closed list (11-15) 25
Open list (16-20) 18 Closed list (16-20) 40
Open list (21+) 25 Closed list (2 1+) 60
OTHERREALM:
Training package list 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 (16-20) 100 Closed list (16-20)100
Open list (21+) 120 Closed list (2 1+) 120
First 5 lists developed i n a given level:................................................................... x1 cost
6th - 10th lists developed in a given level :............................................................. x2 cost
11th - up li sts developed in a given level:............................................................... x4 cost
For spell lists not shown, see the Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 37
Amateur Mage 32
Anamartar 37
Animal Handler 18
Animal Friend 30
Apothecary (MERP) 29
Architect 25
Astronomer 30
Beastmaster 37
Burglar 27
City Guard 25
Cloistered Academic 23
Con Man 19
Crafter 24
Cut Purse 26
Dwarven Berserker 46
Estehildi 41
Explorer 33
FaradrimAran 60
FaradrimForod 57
Farmer 31
Fortune Teller 22
Healer 21
Healer (Orc) 27
Herbalist 24
Hermit 35
Hunter 35
Innkeeper 27
Kings Corps 52
Labourer 18
Loremaster 18
Magic Crafter 30
Royal Navy(Marine) 50
Mercenary 44
Merchant 19
Midwife 18
Noble 25
Performer 17
Sailor 20
Sage 42
Scout 27
Scribe 26
Shaman Priest (MERP) 33
Silli Niennava 48
Skuiftlaika 45
Soldier 29
Spy 26
Surgeon 27
Territorial Corps 34
T. Corps (Reservists) 25
Tracker 47
Traveller 14
Wanderer 28
Weapon Master 56
Wolfrider 46
Zealot 24
l2l
DkOH^N
The Drughn (Pu. great brother) are semi-spell users of the
realm of Channelling, they are members of a great shamanic
fraternity, the Drughr-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 Drughn representat-
ive of this fraternity.
Prime Stats: Intuition and Empathy
Special: All Drughn receive a magical t attoo when they come of age. You can have
only one of these Tattoos and must pay the cost in Tal ent Points listed; (These tattoos
do not count towards the maximum number of tattoos one person can have).
Tattoo (of the Wilds): You have an enchanted spiralling tattoo desi gn, created using
t he colouring stone (an ancient sacred relic, and symbol of Drg culture). Each
spiralling design i s unique, bot h in pattern and colour. The tat too camouflages your
skin (+50 to stalking and hiding) in a particular environment (e.g. forrest), The tatoo
covers the whole body, but is invisible until its power is used. [15 points]
Tattoo (of Hardiness): As Tattoo of the wild`s, except the tattoo toughens t he fl esh
giving the wearer an Armour Type of 3. [5 points]
Tattoo (of Friendliness): As tattoo of the Wild`s, except the tattoo is in the stylized
formof a certain animal (not beings). This protects the wearer from any animal of t hat
type, but means that the wearer cannot harm such an animal unless it truly threat ens a
friend of the wearer. [5 points]
Tattoo (of Power): As Tattoo of the Wild`s, except the tattoo doubles the wearer`s
inherent power points. [30 points]
Tattoo (of Toughness): As Tat too of the Wild`s, except the t attoo increases the
wearer`s inherent hit points by 30. [15 poi nts]
Tattoo (of Being): As Tat too of the Wilds, except the tat too gives you the abili ty to
change the shape of your body into one specific form (bird, mammal or pl ant subject
to GM`s approval). Any equipment and clothing that you are currently wearing when
you change shape, changes with you. When you resume your nat ural shape, your
equipment and clothes return. It takes d10 minutes to transform. [30 points]
DkOH^N :iCll ll:1:
Drughn have six base spell lists; two of which can be ex-
changed 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).
Natures Lore: Gleaning information fromthe environment.
Natures Movement/Senses: Enhancing abilities and senses of the
Animist.
Natures Protection: Resisting and protecting using the elements
of nature.
Plant Mastery: Growing, restoring, and affecting plants in various
ways.
ikCC::lCN hCNO:C:
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
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop. 8
Athletic Brawn3/7 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 Searching2/5 Special Defences 30
Awareness Senses3/6 Subterfuge Attack 15
Body Development 4/10 Subterfuge Stealth 2/6
Combat Manoeuvres 4/10 Subterfuge Mechanics7
Communications3/3/3 Technical General 3/7
Crafts 4/10 Technical Professional8
Directed Spells 20 Technical Vocational 5/12
Influence 2/6 Urban4
Lore General 1/3 Weapon Category 1 2/7
Lore Magical3/6 Weapon Category 2 3/9
Lore Obscure3/7 Weapon Category 34
Lore Technical 2/6 Weapon Category 44
Martial Arts Strikes 6 Weapon Category 54
Martial Arts Sweeps 6 Weapon Category 66
Weapon Category 76
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Missile, Missile
Arti llery, Pole Arms, and Thrown. The player should assign one of the categories to
each of the weapon categories above.
Everyman Skills: Fauna Lore, Disease Lore, Flora Lore, Poison
Lore, Sculpture.
Occupational Skills: First Aid, Herb Lore.
RestrictedSkills: None.
:iCll DCVClCiOCN1
N.B. Spell li st s can only be l earnt to 10th l evel duri ng character
creat ion.
OWN REALM:
Base list own (all) 6/ 6/6 Trai ning package l ist 6/6/ 6
Open l ist (1-5) 8/8 Closed li st (1-5) 10/ 10
Open l ist (6-10) 8/8 Closed li st (6-10) 12
Open l ist (11-15) 12 Closed li st (11-15) 25
Open l ist (16-20) 18 Closed li st (16-20) 40
Open l ist (21+) 25 Closed li st (21+) 60
OTHER REALM:
Traini ng package list 12/12
Open l ist (1-5) 30 Closed li st (1-5) 45
Open l ist (6-10) 60 Closed li st (6-10) 60
Open l ist (11-15) 80 Closed li st (11-15) 80
Open l ist (16-20) 100 Closed li st (16-20)100
Open l ist (21+) 120 Closed li st (2 1+) 120
First 5 lists developed i n a given level:................................................................... x1 cost
6th - 10th lists developed in a given level :.............................................................. x2 cost
11th - up li sts developed in a given level: ............................................................... x4 cost
For spell lists not shown, see the Spell List DP Cost Table T-2.4.
1k^lNlN i^Cl^C:
Adventurer 36
Amateur Mage 34
Anamart ar 49
Animal Handl er 18
Animal Friend 29
Apothecary (MERP) 31
Archi tect 18
Astronomer 29
Beastmast er 41
Burgl ar 32
Ci ty Guard 24
Cl oist eredAcademic 28
Con Man 24
Crafter 24
Cut Purse 30
Dwarven Berserker 43
Est ehi ldi 41
Expl orer 33
Faradri m Aran 61
Faradri m Forod 54
Farmer 29
Fort une Teller 24
Healer 21
Healer (Orc) 27
Herbali st 20
Hermit 31
Hunter 32
Innkeeper 30
Kings Corps 49
Labourer 15
Loremaster 24
Magic Crafter 30
Royal Navy (Marine) 46
Mercenary 40
Merchant 24
Mi dwife 18
Noble 27
Performer 29
Sai lor 20
Sage 50
Scout 24
Scribe 31
Shaman Priest (MERP) 33
Silli Niennava 39
Skuiftlaika 42
Soldier 26
Spy 31
Surgeon 27
Territorial Corps 29
T. Corps (Reservist s) 21
Tracker 47
Traveller 14
Wanderer 30
Weapon Master 49
Wolfrider 41
Zeal ot 28
l22
lClH^Vk^
Kekhavra are hybrid spell-users who combine the realms of
Mentalism and Channelling. The Kekhavrath 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 Kondr Odh.
Prime Stats: Intuition, Presence and Self Discipline
Special: This profession is only available to female members of the
Variag Culture.
lClH^Vk^ :iCll ll:1:
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 Lawpages ). 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.
Concussions Ways: Healing minor damage (including concussion
hits).
Muscle Law: Healing muscle damage,
HerbLaw: Enhancing herbs.
Communal Ways: Diving information.
ikCC::lCN hCNO:C:
Awareness Group +5 Power Manipulation +5
Lore Magical +5 Power Point Dev +5
Outdoor Group +20 Spell Group +5
Power Awareness +5
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 4
Athletic Brawn 4 Science Basic 1/4
Athletic Endurance 3 Science Specialized6/14
Athletic Gymnastic 3 Self Control 5
Awareness Perception 6 Special Attacks 10
Awareness Searching1/5 Special Defences 30
Awareness Senses3/7 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
Influence2/6 Urban 4
Lore General1/3 Weapon Category 1 6
Lore Magical2/5 Weapon Category 2 7
Lore Obscure3/7 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 categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown.
EverymanSkills: Time Sense, Meditation, Religion, Divination
Occupational Skills: Herb Lore
RestrictedSkills: none
:iCll DCVClCiOCN1
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
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
OTHERREALM:
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ........................................................... x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 41
Amateur Mage 28
Anamartar 47
Animal Handler 11
Animal Friend 27
Apothecary (MERP) 31
Architect 11
Astronomer 25
Beastmaster 32
Burglar 36
City Guard 32
Cloistered Academic 24
Con Man 24
Crafter 24
Cut Purse 33
Dwarven Berserker 56
Estehildi 41
Explorer 36
FaradrimAran 64
FaradrimForod 61
Farmer 29
Fortune Teller 18
Healer 21
Healer (Orc) 27
Herbalist 20
Hermit 38
Hunter 33
Innkeeper 30
Kings Corps 59
Labourer 20
Loremaster 22
Magic Crafter 28
Royal Navy(Marine) 55
Mercenary 49
Merchant 21
Midwife 18
Noble 27
Performer 27
Sailor 22
Sage 39
Scout 22
Scribe 31
Shaman Priest (MERP) 28
Silli Niennava 36
Skuiftlaika 53
Soldier 36
Spy 33
Surgeon 26
Territorial Corps 41
T. Corps (Reservists) 29
Tracker 45
Traveller 13
Wanderer 28
Weapon Master 60
Wolfrider 53
Zealot 30
l23
^:1kClCCk
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
^:1kClCCk :iCll ll:1:
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 andlight-based attacks.
Starlore: Assists withcasting andinterpreting horoscopes.
Starsense: Mental detections and modifications of the casters
senses.
Wayof the Voice: Communication, influencing, andcontrol spells.
ikCC::lCN hCNO:C:
Awareness Group +10 Power Point Dev. +5
Lore General +5 Outdoor Environmental +5
Lore Magical +5 Self Control +5
Power Awareness +5 Spell Group +5
Power Manipulation +5
:llll: ^ND :llll C^1CCklC:
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 Senses2/5 Subterfuge Attack 15
Body Development 15 Subterfuge Stealth 6
Combat Manoeuvres 18 Subterfuge Mechanics 7
Communications 1/1/1 Technical General 3/7
Crafts 4/10 Technical Professional 8
Directed Spells 3 Technical Vocational 5/12
Influence2/4 Urban 3
Lore General1/3 Weapon Category 1 9
Lore Magical2/5 Weapon Category 2 20
Lore Obscure2/7 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
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown.
Everyman Skills: Basic Math, Direction Sense, Divination,
Divination Lore, Meditation, Time Sense.
Occupational Skills: Astronomy, Star Gazing, Weather Watching.
RestrictedSkills: None.
:iCll DCVClCiOCN1
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
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
OTHERREALM:
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ............................................................ x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 44
Amateur Mage 28
Anamartar 40
Animal Handler 23
Animal Friend 37
Apothecary (MERP) 31
Architect 25
Astronomer 26
Beastmaster 43
Burglar 37
City Guard 39
Cloistered Academic 22
Con Man 28
Crafter 24
Cut Purse 37
Dwarven Berserker 59
Estehildi 41
Explorer 39
FaradrimAran 72
FaradrimForod 70
Farmer 40
Fortune Teller 21
Healer 21
Healer (Orc) 27
Herbalist 24
Hermit 41
Hunter 45
Innkeeper 29
Kings Corps 64
Labourer 28
Loremaster 21
Magic Crafter 28
Royal Navy(Marine) 61
Mercenary 55
Merchant 18
Midwife 18
Noble 27
Performer 23
Sailor 23
Sage 38
Scout 32
Scribe 29
Shaman Priest (MERP) 31
Silli Niennava 36
Skuiftlaika 54
Soldier 47
Spy 38
Surgeon 26
Territorial Corps 53
T. Corps (Reservists) 43
Tracker 51
Traveller 18
Wanderer 29
Weapon Master 73
Wolfrider 59
Zealot 30
l21
:CCk
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
:CCk :iCll ll:1:
The Seer has six base lists. The full descriptions of all the spells
on these lists can be found in Mentalism Companion (pages 121-
126). For a slightly higher development point cost, he may also
develop Open and Closed Mentalismspell 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 develop-
ment points.
Far Visions: Modifying the casters own senses.
Future Visions: Precognitionand divining the future.
MindVisions: mental detection, lie detection and mind probes.
Past Visions: Evoking the past of persons, places and objects in
visions.
VisionBorrowing: Scrying andsharing the senses of others.
VisionGuard: Defenses against evocation, scrying and divinations.
ikCC::lCN hCNO:C:
Awareness Group +15 Power Point Dev. +5
Lore Group +10 Self Control +5
Power Awareness +5 Spell Group +5
Power Manipulation +5
:llll: ^ND :llll C^1CCklC:
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 Passive2/4 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 Senses2/4 Subterfuge Attack 15
Body Development 12 Subterfuge Stealth 6
Combat Manoeuvres 14 Subterfuge Mechanics 7
Communications 1/1/1 Technical General 3/7
Crafts 4/10 Technical Professional 8
Directed Spells 2/7 Technical Vocational 5/12
Influence2/6 Urban 3/5
Lore General1/2 Weapon Category 1 6
Lore Magical1/5 Weapon Category 2 15
Lore Obscure2/5 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 weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown.
Everyman Skills: Artifact Lore, History, Divination Lore, Lie
Perception, Star Gazing, Time Sense.
Occupational Skills: Divination, Meditation.
RestrictedSkills: None
:iCll DCVClCiOCN1
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
Open list (21+)6/6/6 Closed list (21+) 8/8
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
OTHERREALM:
Base list (1-5) 50 Training Package list (all) 8/8
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ........................................................... x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 40
Amateur Mage 27
Anamartar 37
Animal Handler 23
Animal Friend 37
Apothecary (MERP) 31
Architect 25
Astronomer 28
Beastmaster 45
Burglar 34
City Guard 32
Cloistered Academic 21
Con Man 28
Crafter 24
Cut Purse 37
Dwarven Berserker 55
Estehildi 41
Explorer 36
FaradrimAran 70
FaradrimForod 67
Farmer 39
Fortune Teller 17
Healer 21
Healer (Orc) 27
Herbalist 27
Hermit 41
Hunter 43
Innkeeper 29
Kings Corps 61
Labourer 25
Loremaster 18
Magic Crafter 28
Royal Navy(Marine) 58
Mercenary 52
Merchant 18
Midwife 18
Noble 27
Performer 23
Sailor 24
Sage 36
Scout 30
Scribe 27
Shaman Priest (MERP) 31
Silli Niennava 40
Skuiftlaika 51
Soldier 42
Spy 37
Surgeon 26
Territorial Corps 49
T. Corps (Reservists) 37
Tracker 50
Traveller 18
Wanderer 31
Weapon Master 70
Wolfrider 56
Zealot 28
l23
l^ HC^lCk
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
l^ HC^lCk :iCll ll:1:
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 (in-
cluding damaged tendons).
Nerve and Organ Mastery: Healing a variety of types of nerve
damage (including paralysis).
ikCC::lCN hCNO:C:
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
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 4
Athletic Brawn 6 Science Basic 1/4
Athletic Endurance 3 Science Specialized6/14
Athletic Gymnastic 3/9 Self Control 3
Awareness Perception 5 Special Attacks 12
Awareness Searching 3 Special Defences 18
Awareness Senses3/7 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 Spells2/7 Technical Vocational 5/12
Influence2/6 Urban 3
Lore General1/3 Weapon Category 1 6
Lore Magical2/S Weapon Category 2 8
Lore Obscure3/7 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
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
Artillery, Pole Arms, and Thrown.
Everyman Skills: Time Sense, Animal Healing, Adrenal
Stabilization, Use Prepared Herbs, and choice of one of SecondAid,
Surgery, or Midwifery
Occupational Skills: Sculpting, First Aid
RestrictedSkills: None
:iCll DCVClCiOCN1
N.B. Spell lists can only be learnt to 10th level during character
creation.
OWNREALM:
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 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
OTHERREALM:
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 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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ............................................................ x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 43
Amateur Mage 28
Anamartar 44
Animal Handler 23
Animal Friend 40
Architect 25
Apothecary (MERP) 31
Astronomer 29
Beastmaster 45
Burglar 36
City Guard 34
Cloistered Academic 24
Con Man 29
Crafter 24
Cut Purse 39
Dwarven Berserker 53
Estehildi 41
Explorer 37
FaradrimAran 68
FaradrimForod 64
Farmer 39
Fortune Teller 24
Healer 21
Healer (Orc) 27
Herbalist 27
Hermit 42
Hunter 46
Innkeeper 29
Kings Corps 57
Labourer 25
Loremaster 22
Magic Crafter 28
Royal Navy(Marine) 55
Mercenary 52
Merchant 21
Midwife 18
Noble 28
Performer 27
Sailor 24
Sage 39
Scout 35
Scribe 29
Shaman Priest (MERP) 31
Silli Niennava 40
Soldier 39
Skuiftlaika 51
Spy 42
Surgeon 26
Territorial Corps 45
T. Corps (Reservists) 29
Tracker 52
Traveller 20
Wanderer 34
Weapon Master 65
Wolfrider 54
Zealot 30
l2o
:CkCCkCk
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
:CkCCkCk :iCll ll:1:
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 73-
92). 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 vari-
ety of ways.
Gas Destruction: Destroying and manipulating various types of
gasses.
MindDestruction: Damaging variousmental processes.
Solid Destruction: Destroying and manipulating various types of
solids.
Soul Destruction: Damaging various aspects of the soul.
ikCC::lCN hCNO:C:
Directed Spells +5 Power Manipulation +15
Lore Magical +10 Power Point Dev +5
Power Awareness +10 Spell group +5
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 6
Athletic Brawn 7 Science Basic 1/4
Athletic Endurance 3 Science Specialized6/14
Athletic Gymnastic 3 Self Control 5
Awareness Perception 6 Special Attacks 15
Awareness Searching 3 Special Defence 30
Awareness Senses3/7 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
Influence2/6 Urban 3
Lore General1/3 Weapon Category 1 9
Lore Magical2/5 Weapon Category 2 20
Lore Obscure3/7 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 weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
artillery, Pole arms, and thrown.
Everyman Skills: Time Sense, Spell Mastery, Meditation,
Divination
Occupational Skills: none
RestrictedSkills: none
:iCll DCVClCiOCN1
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
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
OTHERREALM:
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ........................................................... x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 46
Amateur Mage 28
Anamartar 45
Animal Handler 23
Animal Friend 40
Apothecary (MERP) 31
Architect 25
Astronomer 29
Beastmaster 46
Burglar 37
City Guard 39
Cloistered Academic 24
Con Man 29
Crafter 24
Cut Purse 40
Dwarven Berserker 61
Estehildi 41
Explorer 39
FaradrimAran 74
FaradrimForod 71
Farmer 41
Fortune Teller 24
Healer 21
Healer (Orc) 27
Herbalist 27
Hermit 45
Hunter 47
Innkeeper 29
Kings Corps 65
Labourer 28
Loremaster 22
Magic Crafter 28
Royal Navy(Marine) 62
Mercenary 56
Merchant 21
Midwife 18
Noble 28
Performer 27
Sailor 24
Sage 45
Scout 37
Scribe 31
Shaman Priest (MERP) 31
Silli Niennava 36
Skuiftlaika 55
Soldier 50
Spy 41
Surgeon 26
Territorial Corps 55
T. Corps (Reservists) 46
Tracker 53
Traveller 20
Wanderer 34
Weapon Master 73
Wolfrider 60
Zealot 32
l21
Vk^C^k^
Vracara are hybrid spell users who combine the realms of
Mentalismand Channelling. They are priestesses of Tmrakh, 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 Odch sect.
Prime Stats: Intuition, Presence and Self Discipline.
Special: This profession is only available to female members of the
Variag culture.
Vk^C^k^ :iCll ll:1:
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 Mentalismspell lists (see Spell lawpages ). Other
spell lists may be developed, but will cost more development
points.
Odch sect
Blood Law: Healing wounds.
Bone Law: Healing bone damage.
Muscle Law: Healing muscle damage.
Nerve LAw: Healing nerve damage.
OrganLaw: Healing organ damage
DarkChannels: Channellingpower froma deity.
ikCC::lCN hCNO:C:
Awareness Group +5 Power Manipulation +5
Influence +5 Power Point Dev +5
LoreMagical +5 Spell Group +5
Outdoor Group +5 Weapon Group +5
Power Awareness +10
:llll: ^ND :llll C^1CCklC:
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 Manipulation4/10
Artistic Passive2/5 Power Point Develop 4
Athletic Brawn 5 Science Basic 1/4
Athletic Endurance 3 Science Specialized6/14
Athletic Gymnastic 3 Self Control 5
Awareness Perception 6 Special Attacks 10
Awareness Searching2/6 Special Defences 30
Awareness Senses3/7 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
Influence2/4 Urban 3
Lore General1/3 Weapon Category 1 6
Lore Magical2/4 Weapon Category 2 7
Lore Obscure3/7 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
The weapon categories are: 1-Concussion, 1-H Edged, 2-Handed, Mi ssi le, Missile
Artillery, Pole Arms, and Thrown.
EverymanSkills: Time Sense, Meditation
Occupational Skills: Religion, Divination
RestrictedSkills: None
:iCll DCVClCiOCN1
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
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
OTHERREALM:
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 developed i n a given level: ................................................................. x1 cost
6th - 10th lists developed in a given level : ............................................................ x2 cost
11th - up li sts developed in a given level: ............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 43
Amateur Mage 28
Anamartar 47
Animal Handler 23
Animal Friend 36
Apothecary (MERP) 31
Architect 23
Astronomer 27
Beastmaster 42
Burglar 34
City Guard 32
Cloistered Academic 24
Con Man 27
Crafter 24
Cut Purse 37
Dwarven Berserker 57
Estehildi 41
Explorer 37
FaradrimAran 67
FaradrimForod 62
Farmer 36
Fortune Teller 21
Healer 21
Healer (Orc) 27
Herbalist 24
Hermit 41
Hunter 41
Innkeeper 29
Kings Corps 59
Labourer 23
Loremaster 22
Magic Crafter 28
Royal Navy(Marine) 56
Mercenary 50
Merchant 21
Midwife 18
Noble 28
Performer 27
Sailor 23
Sage 39
Scout 30
Scribe 31
Shaman Priest (MERP) 31
Silli Niennava 36
Skuiftlaika 53
Soldier 37
Spy 38
Surgeon 26
Territorial Corps 43
T. Corps (Reservists) 29
Tracker 50
Traveller 18
Wanderer 31
Weapon Master 60
Wolfrider 55
Zealot 30
l28
uCCCH
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 prepara-
tion). 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 prepara-
tion) and the necessary votive trappings, a wegech can achieve spir-
itual healing asa character of double her level.
uCCCH :iCll ll:1:
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 73-
92). Other spell lists may be developed, but will cost a larger
number of development points.
Channels: Channeling direct power froma deity for attacks.
Communal Ways: Diving Information.
Protections: Providing protections from a variety of different types
of hostile forces.
Exorcisms: Repellingundead and banishing demons.
Symbolic Ways: Placingspells ontostone.
Gate Mastery: Summoning Creatures.
ikCC::lCN hCNO:C:
Directed Spells +5 Power Manipulation +15
Lore Magical +10 Power Point Dev +5
Power Awareness +10 Spell group +5
:llll: ^ND :llll C^1CCklC:
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 Passive2/5 Power Point Develop 6
Athletic Brawn 5 Science Basic 1/4
Athletic Endurance 3 Science Specialized6/14
Athletic Gymnastic 3 Self Control 5
Awareness Perception 6 Special Attacks 15
Awareness Searching3/7 Special Defence 30
Awareness Senses3/7 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
Influence1/5 Urban 4
Lore General1/3 Weapon Category 1 6
Lore Magical2/4 Weapon Category 2 7
Lore Obscure3/7 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 weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Mi ssile, Missile
artillery, Pole arms, and thrown.
Everyman Skills: Time Sense, Spell Mastery, Meditation,
Divination
Occupational Skills: none
RestrictedSkills: none
:iCll DCVClCiOCN1
N.B. Base Spell lists can only be learnt to 8th level and all other
lists can only be learnt to5th level during character creation.
OWNREALM:
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
OTHERREALM:
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 developed i n a given level:.................................................................. x1 cost
6th - 10th lists developed in a given level :............................................................ x2 cost
11th - up li sts developed in a given level:.............................................................. x4 cost
1k^lNlN i^Cl^C:
Adventurer 41
Amateur Mage 27
Anamartar 47
Animal Handler 23
Animal Friend 39
Apothecary (MERP) 31
Architect 25
Astronomer 27
Beastmaster 46
Burglar 34
City Guard 32
Cloistered Academic 24
Con Man 28
Crafter 24
Cut Purse 41
Dwarven Berserker 55
Estehildi 41
Explorer 37
FaradrimAran 67
FaradrimForod 62
Farmer 33
Fortune Teller 21
Healer 21
Healer (Orc) 27
Herbalist 24
Hermit 40
Hunter 45
Innkeeper 25
Kings Corps 58
Labourer 17
Loremaster 22
Magic Crafter 27
Royal Navy(Marine) 55
Mercenary 51
Merchant 21
Midwife 18
Noble 26
Performer 25
Sailor 23
Sage 45
Scout 33
Scribe 31
Shaman Priest (MERP) 29
Silli Niennava 36
Skuiftlaika 55
Soldier 36
Spy 40
Surgeon 26
Territorial Corps 41
T. Corps (Reservists) 30
Tracker 51
Traveller 19
Wanderer 32
Weapon Master 61
Wolfrider 55
Zealot 27
l29
l3O
GENERATING STATS
Now you must generate the stats which determine your
characters 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.
1COiCk^k :1^1:
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 stats value is
equal to the number of points assigned.
If more than 90 points are assigned to a stat, the stats 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].
iC1CN1l^l :1^1:
To determine each of your characters potential stats, take the
corresponding temporary stat and increase it by the roll indicated in
the Potential Stat TableT-1.3.
Astarting 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.
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.
POTENTIAL STAT TABLE T-1.3
Temporary............................................. Potential Fixed
Stat...........................................................Stat Mod
20-24............................................... 20+8d10 +44
25-34............................................... 30+7d10 +39
35-44............................................... 40+6d10 +33
45-54............................................... 50+5d10 +28
55-64............................................... 60+4d10 +22
65-74............................................. 70+3d10* +17
75-84............................................. 80+2d10* +11
85-91............................................... 90+1d10 +6
92...................................................... 91+1d9 +5
93...................................................... 92+1d8 +4
94...................................................... 93+1d7 +4
95...................................................... 94+1d6 +3
96...................................................... 95+1d5 +3
97...................................................... 96+1d4 +2
98...................................................... 97+1d3 +2
99...................................................... 98+1d2 +1
100.................................................... 99+1d2 +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.
:1^1 hCNO:C:
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
Basi 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
l3l
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
characters skills and skill catergories that receive adolescence
ranks.
HChh k^Nl:
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.
1^lCN1: ^ND l^u:
Your character receives a number of talent points during
adolescence as indicated in the Adolescence Rank Table. The use of
talent points isdetailed inthe next section.
:1^k1lN l^NO^C:
Your character starts out with a number of language skill ranks
as indicated in the appropriate culture description.
^DDl1lCN^l l^NO^C :llll k^Nl:
Your character receives a number of additional language skill
ranks during adolescence. Each of these ranks may be allocated to
the allowed languages listed for your characters culture. The
maximum number of ranks that may be developed during adoles-
cence is also provided for each language. Remember, spoken and
written skills for each language must be developed seperately.
Arider approachesMinasAnor
l32
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 background options may be restricted as
shown in the description of your culture.
Acharacter canbuy as many talents as they want withinthe
restrictions of each category. Acharacter cantake no more than
four flaws.
Afull 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,
work out his motivation, drives, ambitions and
ultimately his personality.
MENTAL FLAWS
No more than 4 flaws in total.
Roll Flaw Point cost
1 Absent Minded........................................-10
2-3 Addiction/Simple (common).................... -5
4 Addiction/Simple (rare)..........................-15
5-6 Addiction/Mild (common)......................-10
7 Addiction/Mild (rare)..............................-20
8 Addiction/Serious (common)..................-15
9 Addiction/Serious (rare).........................-25
10 Addiction/Harmful (common)................-20
11 Addiction/Harmful (rare)........................-30
12 Addiction/Fatal (common)......................-30
13 Addiction/Fatal (rare)............................. - 40
14-15 Bad Temper..............................................-10
16 Battle Confusion......................................-15
17-18 Blood Guilt ..............................................-10
19 Bloodlust..................................................-10
20 Chivalrous................................................-10
21-22 Code of Honour......................................... -5
23-24 Compulsive Behaviour.............................. -5
25-27 Delusionary (minor).................................. -3
28-29 Delusionary (major)................................-10
30 Delusionary (greater)..............................-15
31 Disavowed Weapons...............................-20
32 Easily Charmed.......................................-15
33 Easy Mark................................................-20
34 Fanatic......................................................-10
35-36 Fearlessness.............................................-10
37 Fear of Armour........................................-10
38 Fear of -Magic.........................................-20
39-40 Glutton....................................................... -3
41 Greedy......................................................-10
42 Indecision................................................-20
43 Impulsive.................................................-13
44-45 Intolerance (minor)................................... -5
46 Intolerance (major)..................................-10
47 Kleptomaniac...........................................-15
48 Lecherous.................................................-10
49 Megalomaniac.........................................-10
50 Memory Loss............................................ 15
51 Muddled Mind.........................................-15
52-53 Minor Fear (minor)................................... -5
54-55 Minor Fear (major)..................................-10
56-57 Oblivious.................................................-15
58-59 Overconfident..........................................-10
60 Pacifist (minor)........................................-10
61 Pacifist (major)........................................-15
62 Pacifist (great er)......................................-30
63 Paranoid...................................................-10
64 Passive.....................................................-10
65-66 Phobia (lesser)........................................... -5
67 Phobia (minor).........................................-10
68 Phobia (major).........................................-15
69-70 Poor Concentration..................................-10
71-72 Pyromaniac................................................ -5
73 Queasy.....................................................-10
74 Sadist....................................................... - 15
75-76 Sense of Duty (lesser)............................... -5
77-78 Sense of Duty (minorr).......................... - 10
79 Sense of Duty (major).............................-15
80 Split Personalit y......................................-20
81-82 Stubborn.................................................... - 5
83-84 Superstitious.............................................. -5
85-86 Trauma (lesser).......................................... -5
87-88 Trauma (minor)...................................... - 10
89 Trauma (major)........................................-15
90-91 Truthful...................................................... -5
92-94 Vow (lesser)............................................... -3
95-96 Vow (minor)............................................... -7
97-98 Vow (major).............................................-15
99 Vow (greater)...........................................-20
100 Weapon Bane...........................................-15
SPECIAL FLAWS
No more than 4 flaws in total.
Roll Flaw Point Cost
5-6 Dark Temptation......................................-10
7-9 Dependent (lesser).....................................-5
10-11 Dependent (minor)...................................-10
12-13 Dependent. (major)..................................-15
14-16 Duty (minor)..............................................-5
17-18 Duty (major).............................................-10
19-20 Duty (greater)...........................................-15
21-22 Friendslayer..............................................-10
23-24 Lack of Scope..........................................-10
25-26 Lack of Time............................................-20
29-31 MagicAllergy (minor).............................-10
32-33 MagicAllergy (major).............................-20
34 MagicAllergy (greater)...........................-40
35-36 Magically Susceptible.............................-15
37-38 Magically Vulnerable...............................-10
39-40 Magic Bane..............................................-20
46-49 Poor Control..............................................- 7
50-51 Power Blind..............................................-10
52-53 Power Drain.............................................-20
54-55 Power Leakage.........................................-20
56-58 Repulsive Habit (lesser)............................-5
59-60 Repulsive Habit (minor)..........................-10
61-62 Repulsive Habit (maj or)..........................-15
63-65 Rival/NPC (minor).....................................-5
66-67 Rival/NPC (major)...................................-10
68-69 Rival/NPC (greater).................................-20
70-71 Rival/PC (minor).....................................-10
72-73 Rival/PC (major).....................................- 15
74-75 Rival/PC (greater)....................................-25
76-78 Secret (lesser).............................................-5
79-80 Secret (minor).........................................- 10
81-82 Secret (major)...........................................-15
83-84 Secret Identit y..........................................-10
85-87 St at Penalty (minor).................................-10
88-89 St at Penalty (major).................................-20
90 St at Penalty (greater)...............................-30
91-93 Terrible Luck............................................-10
The Slain..................................................-20
94-96 Unlucky....................................................-10
99-100 Unmagical .....................................................
PHYSICAL FLAWS
No more than 4 flaws in total.
Roll Flaw Poi nt cost
1-2 Age........................................................... -10
3-4 Albino.....................................................- 10
8-10 Anosmia..................................................... -3
11 Blind......................................................... -50
12 Breaker..................................................... -20
13-14 Cold Sensitive.......................................... -10
15-16 Colour Blind.............................................. -5
17-18 Common Allergy (minor).......................- 10
19 Common Allergy (major).......................- 15
20 Complete Klutz........................................ -20
21 Crippled (minor)...................................... -10
22 Crippled (major)...................................... -20
23 Crippled (greater).................................... -30
24 Deaf.......................................................... -20
25-26 Deep Sleeper...........................................- 10
27 Epilept ic................................................... -30
30-31 Fragile Wrists............................................. -5
32-33 Hard of Hearing....................................... -10
34-35 Heat Sensitive.......................................... -10
36 Haemophilia............................................. -20
37-38 Inner Ear Problem..................................... -5
39 Lack of Range.......................................... -20
40-41 Locking Wrists ........................................ -10
42 Loss of Visi on.......................................... -15
43 Mute......................................................... -25
4. Nose Bleeds............................................. -10
46 Not Graceful............................................ -20
47 Not Subt le................................................ -15
48 Off Balance.............................................. -20
49-50 One Arm(minor)..................................... -15
51 One Arm(major)..................................... -20
52 One Eye.................................................... -15
53 Pain Intolerant ......................................... -15
54-55 Physical Investment .................................. -7
56-57 Poor Eyesight (minor)............................. -10
58 Poor Eyesight (maj or)............................. -20
59-60 Power Bum.............................................. -10
61-62 Rain Trauma.............................................. -5
63-65 Short of Breath (minor)............................. -5
66-67 Short. of Breat h (major).......................... -10
68 Short of Breath (greater)......................... -15
69 Sloth......................................................... -20
70-71 Slow........................................................... -7
72 Slow Healer............................................. -15
73-74 Spasm....................................................... -10
75-76 St utter....................................................... -10
77-78 Tender Skin.............................................. -10
79-80 Tired Legs.................................................. -7
81-82 uncommon Allergy.................................... -5
83-84 uncontrollable Strength........................... -10
85-86 Uncoordinated........................................... -7
87-88 Unhealthy................................................. -10
89-91 Unique Looks (minor)............................... -5
92-93 Unique Looks (major)............................. -10
94 Unique Looks (great er)........................... -15
95 Unwakeable............................................. -15
96 Weak Physique........................................ -20
97 Weight intolerant..................................... -15
98-00 Wimp........................................................ -20
l33
SPECIAL ABILITY
1 Talents only fromthis table.
Roll Talent........................................ Point cost
1-5 Amazing Leaping................................. 15
Bane...................................................... 25
Eye of the Hawk................................... 15
36-40 Lifetime Goal........................................ 15
Lucky (minor)....................................... 10
Lucky (major)....................................... 15
Lucky (greater)..................................... 20
41-45 Master Warrior Friend.......................... 15
46-50 Mentor................................................... 10
56-60 St at Bonus (minor)............................... 10
61-65 St at Bonus (major)............................... 20
66-70 St at Bonus (greater).............................. 30
71-75 St at improvement ................................. 10
76-80 Succor (lesser)...................................... 10
81-85 Succor (minor)...................................... 20
86-90 Succor (major)...................................... 30
91-95 Succor (greater).................................... 40
MENTAL ABILITY
2 Talents only fromthis table.
Roll Talent....................................... Point Cost
1-6 Animal Empathy..................................... 5
7-12 Battle Reflexes ....................................... 7
13-18 Calmness................................................. 7
19-24 Dominance.............................................. 8
25-29 Empathy................................................ 10
30-35 Good Batt lefield Awareness................... 7
36 Immovable Will.................................... 15
37-38 Inst inctive Defense............................... 15
39-43 Internal Sense....................................... 10
44-49 Master Tactician..................................... 7
50-56 Mind Over Matter................................. 10
57-62 Photographic Memory.......................... 10
63-70 Quick Calculator.................................... 3
71-77 Speed Reading........................................ 5
78-83 St ability Sense...................................... 10
84-89 Survival Instinct................................... 10
90 Telekinesis ............................................ 20
91 Telepathy............................................... 25
92-94 Unbeliever ............................................ 15
95-00 Violent Prejudice.................................. 10
SPECIAL TRAINING
No limit to the number of talent s chosen fromthis
table.
Roll Talent Point Cost
1-3 Acrobat ................................................... 7
Assassin Training................................... 8
4-5 Deadly Training.................................... 17
6-8 Directed Weapons Master (minor)....... 10
6-8 Directed Weapons Master (major)....... 15
9-11 Disarm Skill.......................................... 10
12 Exceptional Skill at Arms .................... 30
17-20 Extra Languages..................................... 5
Extra Stat Gain Rolls............................ 15
21-23 General Weapons Master (minor)........ 10
General Weapons Master (major)........ 20
General Weapons Master (greater)...... 30
24-27 Geographic Awareness........................... 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 (Greater)........................ 20
36-40 Internal Clock......................................... 3
44-48 Judge of Weaponry................................. 3
49-51 Lightning strike.................................... 12
Natural Affinity .................................... 10
55-57 Natural Archer........................................ 8
58-60 Natural Facility With Armour.............. 10
61-63 Natural Horseman .................................. 7
64 Natural Weapons Mast er...................... 30
65-66 Outdoorsman ........................................ 15
67-71 Portage skills .......................................... 3
73-74 Precision............................................... 20
75-78 Shield Attack .......................................... 7
79-82 Skilled (lesser)........................................ 5
83-84 Skilled (minor)..................................... 10
Skilled (major)...................................... 20
Skilled (greater).................................... 30
85-87 Sleight of Hand..................................... 13
88-92 Swift. Dresser......................................... 3
93-96 Trained Regular Footman .................... 10
Underground Upraising.......................... 8
97 Warrior Extraordinaire......................... 35
98-00 Weapon Control.................................... 10
Worldl y (lesser).................................... 20
Worldl y (minor).................................... 30
Worldl y (major).................................... 40
Worldl y (greater).................................. 50
PHYSICALABILITIES
3 Talents only fromthis table.
Roll Talent Point Cost
1-3 Accelerated mending..............................3
4-6 Acute Hearing.........................................7
7-8 Acute Smell........................................... 10
9-11 Ambidexterit y (Lesser) ..........................5
Amibidexteri ty (Minor)........................ 10
12-14 Battle Cry................................................7
15-16 Blazing Speed....................................... 10
Cold Resist ance (lesser).........................5
Cold Resist ance (minor)....................... 10
Cold Resist ance (major)....................... 15
Cold Resist ance (greater)..................... 20
17-18 Combat Reflexes................................... 10
19-20 Commanding Demeanour..................... 18
21-23 Dead Eye.................................................7
24-26 Dwarfism (Lesser)..................................5
27-28 Dwarfism (Minor)................................. 10
Dwarfism (Major)................................. 15
29-32 Ear For Musi c.........................................5
33-34 Eye of theTiger.................................... 10
35 Fluid Wrists........................................... 15
36-37 Giantism(Minor).................................. 10
38 Giantism(Major).................................. 15
Giantism(Greater)................................ 25
39-40 Golden Throat....................................... 10
41-43 Great Arm................................................7
44 Hammerhand......................................... 15
Heat Resistance (lesser).........................5
Heat Resistance (minor)....................... 10
Heat Resistance (major)....................... 15
Heat Resistance (greater)..................... 20
High Jumper............................................5
Hypercharged Adrenali ne..................... 15
Infravision...............................................5
51-52 Light Sl eeper...........................................5
53-54 Manual Deftness................................... 10
55-56 Natural Physique................................... 18
59-62 Neutral Odor...........................................5
63-66 Night Vision............................................7
67 Nimble Skelet on................................... 15
71-73 Peripheral Vision....................................7
74 Quiet Stride........................................... 15
75 Resilient................................................ 15
76-78 Reverbative Strength..............................7
79-81 Shield mastery...................................... 10
82-85 Steel Grip................................................8
86-89 Strong Lungs...........................................5
90 Sturdy Build.......................................... 20
91-93 Subconscious Preparation ......................5
94-96 Subtle.......................................................8
98 Tolerance............................................... 15
99-00 Unnatural Stamina................................ 10
SPECIAL ITEM
Roll Item .Point Cost
1-5 Bonus Item(I).........................................5
6-10 Bonus Item(II).......................................7
11-14 Bonus Item(III).................................... 10
15-18 Bonus Item(IV).................................... 15
19-22 Bonus Item(V)..................................... 20
23-25 Bonus Item(VI).................................... 22
26-28 Bonus Item(VII).................................. 25
29 Bonus Item(VIII)................................. 30
30-34 Daily Item(I)........................................ 10
35-39 Daily item (II)....................................... 12
40-43 Daily item (Ill)...................................... 15
44-47 Daily Item(IV)..................................... 20
48-50 Daily Item(V)....................................... 25
51-53 Daily Item(VI)..................................... 30
54-55 Daily Item(VII).................................... 35
56-60 Loyal Domesticated Animal...................5
61-64 Loyal Unusual Creature....................... 15
66-69 Potion (1 dose)........................................7
70-73 Potion (5 doses).................................... 12
74-78 Rune Paper ( sheet).................................7
79-82 Rune Paper (5 sheets)........................... 12
83-87 Special Poison/Herb...............................3
88-92 Spell Adder (+1)................................... 10
93-96 Spell Adder (+2)................................... 15
97-00 Spell Adder (+3)................................... 20
Spell Adder (+4)................................... 25
Spell Multiplier (x2)............................. 35
MYSTICAL ABILITIES
2 Talents only fromthis table.
Roll Talent Point Cost
1-4 Aggression...............................................7
5-7 Archetype..............................................18
8-12 Aura (Lesser)...........................................5
13-15 Aura (Minor).........................................10
16-20 Aura (Major).........................................15
21-23 Aura (Greater).......................................20
24-28 Danger Sense.........................................15
29-31 Destiny Sense..........................................7
32-34 Eloquence..............................................15
35-37 Ensorcellment Cure..............................10
38-40 Ethereal Sight........................................10
41-43 Exceptional Magical Ability.................30
43-47 Innate Magician ......................................7
48-52 Item Lore.................................................7
53-57 Look of Eagles........................................7
Magical Resistance...............................15
58-60 Magical Affinity....................................20
61-63 Mana Reading.......................................10
64-67 Mana Sensi ng..........................................7
68-70 Resistance..............................................15
71-76 Runic Lore...............................................5
77-79 Scope Skills (radius).............................10
80-82 Scope Skills (target)..............................10
Spatial Skills .........................................15
83-85 Subconscious Discipline.......................10
86-88 Temporal Skills.....................................20
89-91 Transcendence.......................................15
92-97 Undetectable............................................6
98-00 Unnatural Aging....................................10
Visions...................................................10
SPECIAL STATUS
1 Talents only fromthis table.
Roll Name Point Cost
1-4 Faithful Vassal.........................................0
5-8 Favoured (minor)..................................10
9-12 Favoured (major)..................................15
13-16 Favoured (greater) ................................25
17-20 Government Ties.....................................7
21-24 Heir........................................................10
Law Enforcement Ability (minor)........10
25-28 Lost Favour.............................................0
29-32 Military Rank (rank 1)............................5
33-36 Military Rank (rank 2)..........................10
37-40 Military Rank (rank 3)..........................15
41-44 Military Rank (rank 4)..........................20
45-48 Military Rank (rankS)...........................25
49-50 Military Rank (rank 6)..........................30
51-52 Military Rank (rank 7)..........................35
Noble.....................................................15
61-64 Orphan.....................................................0
65-68 Patron (lesser).........................................5
69-72 Patron (minor).......................................10
73-76 Patron (major).......................................20
77-80 Patron, Important ( minor)...................10
81-84 Patron, Important ( major)....................20
85-86 Patron, Important (great er)...................30
96-00 Wanted.....................................................0
Wealth
No limit to the number of talent s chosen fromthis
table.
Wealth Level
Very Poor.................................................0
Poor..........................................................3
Normal...................................................10
Rich........................................................20
Very Rich...............................................40
Additional Wealth Rolls
Very Poor.................................................5
Poor........................................................10
Normal...................................................15
Rich........................................................20
Very Rich...............................................25
Modify Wealt h Rolls
+10 before the dice are rolled................3
+5 after the dice are rolled.....................5
l31
COl1Ok^lk^Cl^l ^hlll1lC:
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 thistable.
:iCCl^l 1k^lNlN
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 thistable.
Acrobat - You receive a special bonus of +20 to your Athletic Gymnast ic skill
category. [7points]
AssassinTraining- The ambushskill is classifiedas everymanfor you. [8 points]
Deadly Training - You receive a special bonus of +25 to your poison Lore,
Use/Remove Poison, Silent Ki ll, Stalk, Hide and Ambush Manoeuvres (does not
apply to critical modifications). [17 ponts]
DirectedWeapons Master (minor) - One weapon skill may be classified as
Everyman. All other skillsin the the same categoryare not changed. [10points]
DirectedWeapons Master (major) - One weapon skill may be classified as
Occupational. All other skil ls in the the same category are classified as Everyman.
[15 points]
DisarmSkill - You are very skilled at intentionally disarming a foe. Youreceive a
special bonus of +20to 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
categoriesand to your Armour categories. Youmayalsochose two weapon categor-
ieswhere all skills inthe categoryare classifiedasEveryman. [30points]
Extra Languages - You have either studied l anguages, or lived in an area that
exposed you tothe languages. This abilitygrants you20ranks(total) toapplyto both
spoken and written ranks. You can develop any of the l anguages listed in Allowed
Adolescent Development or Extra Languages, up to the maximum levels given. [5
points]
Extra Stat GainRolls - You have trained to bring youself closer to your peak
mental and physical condition. You get a stat gain roll for each of your stats duri ng
your apprenticshipperiod. [15points]
General Weapons Master (minor)- You receive a special bonus of +10 to all
your weapon categories. [10 points]
General Weapons Master (major)- You receive a special bonus of +20 to all
your weapon categories. [20 points]
General WeaponsMaster (greater) - You receive a special bonus of +30to all
your weapon categories. [30 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 toyour Navigation skill for a certain area if you
have seena map andhave studiedit for more than 10 minutes. [5 points]
Gymnastic Training- Youreceive a special bonus of +25to one chosenAthletic
Gymnastic skill. You also receive a special bonus of +25 to one chosen Adrenal
Leaping, Adrenal Landing, or Adrenal Balance Skill. [7 points]
Herbalist - You naturally recogni ze herbs and poi sons and may use them. You
receive a special bonusof +30 toall of your Cooking, Foraging, Use PreparedHerbs,
Prepare Herbs, Poison Lore, and Herb Lore Manoeuvres. [13points]
Inner Reserve (Lesser) - You can wi thstand 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. [5points]
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]
InnerReserve(Greater)- Asthe lesser talent, except the bonusis +6. [20 points]
Internal Clock- You receive a special bonus of +15to your Time Sense skill and
Time Sense isclassified asanOccupational skill for you. [3points]
Judge of Weaponry - You have a speci al bonus of +40 t o your Weapon
Evaluationskill. [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 +5for Deliberate Action. [12
points]
Natural Affinity- You take to a training package like a duck to water. Through
natural abilityor maybe due tothe excellance of the training. Half (roundup) the cost
of a training package developedduringthe apprenticeship periodonly. [10 points]
Natural Archer - You recei ve a 25% increase to all bow ranges and +5 to t he
Missile WeaponCategory. [8points]
Natural FacilityWithArmour - You receive a special bonus of +10 to your
Armour group. One Armour skill isclassifiedasEveryman. [10points]
Natural Horseman- You receive a special bonus of +25 to all manoeuvres in-
volvinghorses. [7points]
Natural Weapons Master - All weapon skills are classified as Everyman. [30
points]
Outdoorsman- You receive a special bonus of +50to all Foraging, fire starting,
and shelter location Manoeuvres while youare 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. [3points]
Precision- Due to the precisionof your strikes, you may make an Ambush man-
oeuvre every time you attack with a melee weapon. [20points]
ShieldAttack- You receive a special bonusof +20 toShield BashSkill. [7 points]
Skilled(lesser) - You may receive a special bonus of +5 to one skill category, or
receive a special bonus of +10to one specific skill. You may only purchase this skill
once for a given skill or skill category. Askill or skill categorycan only be chosenif
itsbonus progression iscombined or standard. [5 points]
Skilled(minor) - AsSkilled(lesser), except bonus is+10 to one skill category, or
+20to one specific skill. [10points]
Skilled(major) - AsSkilled(lesser), except bonus is+15 to one skill category, or
+30to one specific skill. [20points]
Skilled(greater) - As Skilled (lesser), except bonus is +20to one skill category, or
+40to one specific skill. [30points]
Sleight of Hand- You receive a special bonus of +20 toyour 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 by25%. [3points]
Trained Regular Footman - Blocking, Tackl ing, Wrestling, and Boxing are
classified as Everymanskillsfor you . [10 points]
UndergroundUpraising-Youreceive a special bonusof +10 tothe Subterfuge
Mechanics and Subterfuge Stealth ski ll categories. Select one Subterfuge
Mechanics or Subterfuge Stealth skill that may be classifi ed as Everyman. [8
points]
Warrior Extraordinaire - All melee weapons are classi fied as Everyman. One
Combat Manouevre skill is also classified as everyman. You also receive a special
bonusof +10 toSpecial attacks. [35 points]
WeaponControl - All weapons in your primary weapon category (that category
with the lowest development point cost) have their fumble range reduced by 2 (toa
minimum 1). All other weapon categories have their fumble range reduced by 1(toa
minimum 1). [10 points]
Worldly (lesser) - Whilst others stayed home, safe and warm you travelled, saw
the world and maybe had adventures. Or perhaps youare just older, andwiser and
have a life time of experience to draw on. Youstart the game at 2ndlevel with20,000
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 togainthis level.[20points]
Worldly (minor) - As Worldly (lesser), except you start at 3rd level with 30,000
experience points. [30points]
Worldly (major) - As Worldly (lesser), except you start at 4th level with 40,000
experience points. [40points]
Worldly(greater) - As Worldly (lesser), except you start at 5thlevel with 50,000
experience points. [50points]
iH:lC^l ^hlll1lC:
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 canbe taken.
AcceleratedMending- Your normal recovery time for injuries is halved. This
does not applyto concussionhits. [3points]
Accute Hearing- You have a keen sense of hearing that allows you to perceive
any sound within a range of 100 in openareas or 25 when listening through solid
l33
barriers. You recei ve a special bonus of +10 to your Awareness categories when
dealing with these sounds. [7 points]
AcuteSmell - You have an acute sense of smell. Youcan smell odors upto 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 dealing with smells. [10 points]
Ambidexterity (Lesser) - You may use either hand equally well. There is no
penalty for using a weapon inyour off hand. [5 points]
Amibidexterity (Minor) - As the Lesser talent , except you receive a special
bonus of +15to your Two-weapon Combat skill. [10 points]
Battle Cry- You may shout your battle cry before entering combat. When you
do this, youreceive a special bonus of +10 to your OB andDBfor the remainder of
the combat. Youmay only use this ability once per day. [7points]
BlazingSpeed- Your base movement rate is increasedby +10. [10points]
ColdResistance (lesser) - You are more resistant to cold and ice than normal.
Youget a +10to your RRs andDBversuscold andice basedattacks. [5points]
ColdResistance (minor) - AsCold Resistance (lesser) but the bonus is +20. [10
points]
ColdRresistance(major) -As Cold Resistance (lesser) but the bonusis +30. [15
points]
ColdResistance (greater) -As Cold Resistance (lesser) but the bonusis +40. [20
points]
Combat Reflexes- Your ligntning reflexes grant youa special bonusof +5to DB,
OB. Whenrolling for iniative determinatio, you may roll one extra die and must then
decide which die rolled is not used. Thistalent maynot be taken if Lightening Strike
is taken. [10 points]
Commanding Demeanor - You receive a speci al bonus of +25 to your
Leadership skill. In additi on, 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 (requi res A Leadership
maneouvre) to inspire your allies that can see and hear you - they get a +10 bonusto
their OBs andDBs. [18 points]
DeadEye- All of your missile range penalities are halved. [7 points]
Dwarfism(Lesser) - You are shorter than normal. You are two thirds as tall as a
normal member of your race (figure normal height, then double and divide by3) and
your weight is normal for your reduced height. You receive a special bonus of +3to
your Qu bonusand -3 toyour St bonus. [5points]
Dwarfism(Minor) - As the lesser talent, except your height is half normal and
your special Qu/St bonusesare +6/-6. [10points]
Dwarfism(Minor) - As the lesser talent, except your height is one third normal
and your special Qu/St bonuses are +9/-9. [15 points]
Ear for Music - You canreproduce any sound youhear. If the noise could not. be
reproduced by your vocal chords, youcanreproduce it onan 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 al l Singing and Play Instrument
Manoeuvres. [5 points]
Eye of the Tiger - You have a special bonus of +20 to all your Adrenal Strength
Manoeuvres. [10points]
FluidWrists - 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 hei ght, then increase it by 50%) and
weigh twice as much (figure normal weight, then double it). You receive a special
bonus of +2to your St bonus and-2 toyour 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 youhas 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 nor-
mal, your weight is sixtimesnormal, and your special St/Qubonusesare +6/-6. You
are treated as a Large creature for criticals. [25points]
GoldenThroat - Youhave a soothingandcaimingvoice. This gives youa special
bonus of +15 to any manoeuvre where you verbally attempt to calm or persuade
(Singing, PublisSpeaking, Duping, Trading, Acting, etc.). [10points]
Great Arm- All your thrownweaponrangesare increased by 25%. [7points]
Hammerhand- Your hands are much harder thannormal. You may make Martial
Arts Strikes attacks with your bare hands and inflict an Impact critical of one less
severityasyour Martial Arts Strikescritcal (anA becomes A-25). [15points]
Heat Resistance (lesser) - You are more resistant to heat and fire than normal.
You receive a special bonus of +10 toyour RRs and DBversus heat and fire based
attacks. [5points]
Heat Resistance (minor)- As above but the bonus is+20. [10points]
Heat Resistance (major)- As ColdResistance (lesser) but the bonusis +30. [15
points]
Heat Resistance(greater)- As ColdResistance (lesser) but the bonus is +40. [20
points]
HighJumper - You have a great jumping ability. You receive a special bonus of
+30to your jumping skill. [5points]
HyperchargedAdrenaline - You receive a special bonus of +15 to all Adrenal
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 possesthe ability of infravision. If it is dark, you can see the heat
eminations from things upto 100away. 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 30minutes. [5points]
Light Sleeper - You mat make an Alertness maneuvre to wake from sleep. [5
points]
Manual Deftness - Your fast fi ngers give you a special bonus of +10 to your
Subterfuge Stealth skill category and a special bonus of +1 to your initiati ve. [10
points]
Natural Physique - Body Development is classified as Everyman for you. [18
points]
Neutral Odor- Your body has a particular ability that masksthe scent of anything
withinfive feet of you. [5points]
Nightvision- This allows you to see in the presence of extremely faint l ight. The
light from the moon or stars or even a tiny point of light isenoughto allowyou tosee
normally (upto 25). If there is no light at all, then Nightvision gives no benefit. (see
spell law section7.1.19for more information). [7points]
Nimble skeleton- You get a special bonus of +15 toall Moving Manoeuvres be-
cause of your nimble skeleton. [15points]
Peripheral vision- Whenyouare attacked from the flank, your foes bonus isonly
+5; from the rear, your foe`s bonus+15. [7points]
Quiet Stride - You have a quick and quiet stride. You receive a special bonus of
+20 to your Stalking skil l, You may ambush anyone from behind with a special
bonus of +10to your Ambush skill (thisdoes not apply to critical modification), and
receive a special bonusof +20 for all balancingManoeuvres. [15points]
Resilient - Any bleeding wounds (wounds giving hits per round) that you receive
have their rates reducedbyhalf (rounddown). [15points]
ReverbativeStrength- Whenever you are in a melee combat and you do a crit-
ical to your foe, that foe takes an additional Unbalancing critical of two levels less
severity (an Aasan A-50; B becomes A-25). [7 points]
ShieldMastery- Youmay addanadditional +10 tothe DBprovidedby anyshield
(e.g., normal shieldnowgives35DB, etc.). Youalsoreceive a special bonus of +15to
your Shield Bashesskill. [10 points]
Steel Grip- Youmay resist weapondisarming with a +25bonus. All fumble ranges
for melee weaponsare reducedbt 1(toa minimum of 1). [8points]
Strong Lungs- Your lungs allow you to hold your breath for 10 seconds pIus 1
minute per Co bonus(minimum of 10 seconds). [5points]
Sturdy Build- You reduce the level of any Crushi ng, Unbalancing, or Impact
critical youreceive by one level (anA becomes A-25). [20poirits]
Subconscious Preparation - Percentage activity needed t o reload missile
weapons and/or drawweapons ishalved. [5points]
Subtle - All your Stalk and Hide Manoeuvres receive a special bonus of +25. [8
points]
Tolerance -Youmaytake 150%of your concussionhitsbefore falling unconscious
(thoughdeathoccursat the normal loss onhits). [15points]
Unnatural Stamina- You have increased stamina, you have a special bonus of
+100 toyour exhaustionpoint total. [10points]
O:1lC^l ^hlll1lC:
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
l3o
abilities.
Aggression- You receive a +10bonusto either your Base AttackRolls or to your
Elemental AttackRolls(choose whenpurchasing the talent). [7points]
Archetype - Power Point Development is classified as anEveryman 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 point Progressionwas 0 6 5 4
3, the first ten ranks of Power Poi nt Development you purchase will give you 7
Power Pointseach, the second tenranks givesyou6 PPs each, etc.). [5 points]
Aura(Minor) - As the lesser talent, except you receive 2 additional power points
for each rank. [10points]
Aura(Major) - As the lesser talent, except you receive 3 additional power points
for each rank. [15points]
Aura(Greater)- Asthe lesser talent, except you receive 4additional power points
for each rank. [20points]
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. [15points]
DestinySense - You instinctively knowthe direction that will take you toa specific
goal. Thisability can only be used once per day. [7points]
Eloquence - You receive a special bonus of +25 to all of your Spel l Casting
Manoeuvres. [15points]
Ensorcellment Cure - You may toucha target afflicted with a permanent magical
disabil ity (curse, lycanthropy, etc.). The disability must make an RR versus your
level or be permanently dispelled. If the disability makes its RR, youmay not tryto
remove it until yougain another level. [10 points]
Ethereal Sight- Byclosing your eyes and concentratingfor 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
withyour normal vision. [10points]
Exceptional Magical Ability- You are exceptionally enchanted. You receive a
special bonus of +50 toyour RRversusone realm and a special bonus of +25 when
casting spellsor using items basedin that realm. [30points]
Innate Magician- You receive a special bonus of +20to all Spell Casting Static
Manoeuvres for spells from one spell list. [7 point.s]
ItemLore- Youreceive a special bonus of +25to your Magical lore skill category.
[7points]
Lookof Eagles- People who are your allies, troops, friends or retainers receives a
+25 toRRs versus panic and morale while youare well andinsight. [7points]
Magical Affinity- You have your choice of twospell liststhat may be classified as
Everymen and a choice of one Power Mani pul ation ski ll that is classified as
Everyman. [20points]
Magical Resistance- You have a strange resistance tomagic. You receive a spe-
cial bonusof +50to your RRs versus one realm of magic. [15 points]
Mana Reading - You recieve a special bonusof +15 to your Attunement skill. [10
points]
Mana Sensing - The hairs on the back of your neck prickle whenever you go
near a large power source, an enchanted location, an earthnode, a hauntedarea, etc.
[7points]
Resistance - You receive a special bonus of +15 to all RRs agai nst spells. [15
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
onlyaffectsspells with anarea of effect that includesa radius). [10 points]
Scope Skills (target) - Your spells affect twice as many targets (this only affects
spells with anarea of effect that includestarget.). [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 ot her spells add 50 t o thier ranges.
However, this extension onl y affects one type of spell (Force, Utilit y, Directed
Elemental, etc.). This abilitycanbe purchased once for every spell type. [15points]
Subconcious Discipline - Any spell which has a duration of Concentration will
last for as many ronuds after youstop concentratingas you originally spent concen-
trateingon the spell. e.g., if you concentrate on a spell for 4rounds, it will continue to
operate for another 4 rounds after you cease to concentrate. Note this only affects
spells witha duration of concentration (not spells withbotha timed durationand the
requisite of concentration). [10 points]
Temporal Skills - The duration of all your spells is doubled. This does not effect
spells with a durationof concentration (C) or instant (-). [20points]
Transcendance - You receive a special bonus of +25 to your Transcend Armour
skill. [15points]
Undetectable- You receive a special bonus of +30 toRRs versus all scrying, detec-
tion and related spells. If sucha spell is actually Passive, you may make an RR(with
the +30 modifier) to resist itseffects. [6points]
Unnatural Aging- You age slowly for your race. All aging maneuvres are made
with one category shift to the left. For example, if youare a 67 year old Rulralman,
you wouldnormally be veryold. Withthis talent, youwould 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 ti me per SD bonus (a negative SD bonus
resultsin zeroadditional timesper day). [10 points]
OCN1^l ^hlll1lC:
The mind is a very powerful thing. You have tapped mental
abilities that most people only dreamof having. Acharacter can not
possess more than two of these abilities, however if the character is
a Mentalism spell user, then theycould have more mental abilities.
Animal Empathy- You have empathy with a certain type of animal. Any man-
euvre withsuch an animal receives a special bonusof +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 asanacceptable animal. [5 points]
Battle Reflexes- You may have anextra iniative roll and select the one youwishto
use. [7 points]
Calmness - Whenever you are in a pressured situation (GMs discretion), you re-
ceive a special bonus of +20 toyour social interaction skills(Leadership, Diplomacy,
Public Speaking, Seduction, etc.). [7 points]
Dominance - You receive a speci al bonus of +50 to RRs versus spells with a
Mental sub-class(m). [8points]
Empathy - Whenever you are near some one (within 20) you can att empt to de-
termine what their emotional state is at the moment. The person you are trying to
read must make an RRversus Mentalism (usingyour level as the attack level). If
they fail, youare 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 abil ity also gives you a special bonus bonus of +25 t o all your Lie
Perceptionmaneuvres (if within20of target.). [10 points]
GoodBattlefieldAwareness- You receive a special bonus of +25 to Situational
Awareness (Combat). You alsoreceive a special bonus of +25to your Reverse Strike
skill. [7points]
Immovable Will - You receive a special bonus of +50 to RRs versus Fear and
Charm. You have a special bonus of +25to your Will (see Treasure Companion). [15
points]
Instinctive Defense - Yougaina special bonus of +20 to your DBfor all attacks
that you are aware of. If you are unaware of an incoming attack you still receive a
special bonusof +10 toyour DB. [15points]
Internal Sense - You receive a special bonus of +20 to your Stunned Maneuvre
skill. [10points]
Master Tactician- You receive a special bomnus of +15 to your Tactics skill. [7
points]
MindOver Matter -Youreceive a special bonus of +20to your Self Control skill
category. [10 points]
Photographic Memory- You have a photographic memory. Anythingyou 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 cannot glance at a book andthenremember everything the page said, you
have toread it. When you need to remember something youhave studued, you roll
dl00 (open-ended) and add 3 times your Me bonus and add 25. If te tot al is greater
than100, you fully remember what youwant. If the total is lessthan 100, thanthat is
the percentage of information you recall. This ability aIso grants youa special bonus
of +10tothe Lore skill group. [10 points]
QuickCalculator- You can instantly calculate virtuallyany mathematical formula
inyour head. If the formula is sufficentlycomplicated, like calculating when a solar
eclipse will occur, it will take a little more time. You receive a special bonus of +10to
the Science/Analytic group. You also receive a special bonus of +5 toyour Trading
skill. [3points]
SpeedReading - Youcan read books, maps, andother documents at a rate of ten
pagesper minute. [5points]
StabilitySense- Anytime you are stunned, you reduce the total rounds of stunby
one. If a strike resultsin onlyone roundof stun thenit has no effect. [10points]
l31
Survival Instinct- When you use your entire OBtoparry, your DBis modified by
anadditional +25. [10points]
Telekinesis- You may move one object., up to 50 pounds inmass, up to one foot
per second (wi tn no acceleration). Each round you use Telekinesis if costs d10
ExhaustionPoints. [20 points]
Telepathy - Youmay read or send thoughts mentally. Whenever you are trying to
read the thoughts of a person, theymust make an RRversusMentalism attack (using
your level as the attack level). If the RRfails, you mayleam their surface thoughts.
These midifiers are for scanning surface thoughts only. If you wish to scan for a
particular thought thenit is modifiedby the target reluctance topart with that inform-
ation (e.g., a deep secret wouldhave an RRmodifiedby+30). Each use of thispower
costs 2d10exhaustionpoints. The range of thispower isline of sight. [25points]
Unbeliver - You may resist all magic with a +25modifier to your RRs. You may
not, however, use any spellsor spell devices (any attempt todo sowill result in abso-
lute failure). [15points]
Violent Prejudice - Youmay choose one specific race (subject toGMs approval)
against which you receive and additional +10 to your OB. Whenever you deliver a
critical, you al so deliver an Impact critical of one less severity (an A becomes A-
25). [10 points]
:iCCl^l l1CO:
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, ei ther 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 youmayhave a +5 lockpickkit that bestowsits bonus uponyour
PickLocksskill. [5points]
Bonus Item(II) - As Bonus It em (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 +5each, or one item with a bonusof +15. [10points]
Bonus Item(IV) - As Bonus Item (I), except there are two items with a non-
magical bonusof +10each or one item with a non-magiacl bonusof +20. [15points]
Bonus Item(V) - As Bonus Item (I), except there are either three items wit h a
magical bonusof +5 each, one item witha magical bonus of +15. [20 points]
BonusItem(VI) - As Bonus Item (I), except there are two items with a magical
bonus of +10each. [22 points]
Bonus Item(VII) - As Bonus Item (I), except there it gives a magical bonus of
+20. [25points]
Bonus Item(VIII) - As Bonus Item (I), except there are three i tems with a ma-
gical bonus of +10each. [30 points]
Daily Item(I) - You have an item that mystically casts spells when you desire.
Exactl ywhat the item is, as wel l as what spell is inthe it em is upto you (subject to
your GMs approval). It may be possible that you carry the i tem with you but are
unaware that it isenchanted. The item isa Daily I item. [10 points]
DailyItem(II)- As DailyItem (I), except the item isa Daily II item. [12points]
DailyItem(III)- AsDailyItem (I), except the item is a Daily III item. [15points]
DailyItem(IV)- AsDailyItem (I), except the item isa Daily IVitem. [20points]
DailyItem(V)- As DailyItem(I), except. the itemis a DailyVitem. [25points]
DailyItem(VI)- AsDailyItem (I), except the item is a Daily VI item. [30 points]
Daily Item(VII) - As Dail y It em (I), except the item is a DaiIy Vll item. [35
points]
Loyal DomesticatedAnimal - You have a common animal that is completely
loyal toyou. [5 points]
Loyal Unusual Creature - As Loyal DomesticatedAnimal, except the creature
(GM choice) is not commonin anyway. [15points]
Potion(1dose)- Youhave a potion that contains 1dose. The spell imbedded inthe
potion isbetween1st to 5th level. [7points]
Potion(5doses)- AsPotion(1dose), except it contains five doses. [12points]
Rune Paper (1sheets)- Youhave a sheet of Rune Paper that will holdspells upto
5th level. The spell writtenon the paper isbetween 1st to5th level. [7points]
Rune Paper(5sheets)- AsRune Paper (1sheet), except youhave five sheets. [12
points]
Special Herb/Poison- You have some kind of magical herb, or poison. The GM
shoulddetermine exactly what (the equipment section hasa listing). [3 points]
Spell Adder (+1) - Aspell adder allows you to cast an extra spell per day without
the expenditure of PPs. You acquired your adder either inan earlier adventure or as
aninheritance. [10points]
Spell Adder(+2)- AsSpell Adder (+1), except allows up totwospells per day. [15
points]
Spell Adder (+3)- As Spell Adder (+1), except allows up to three spells per day
[20points]
Spell Adder (+4)- As Spell Adder (+1 ), except allows up to four spells per day
[25points]
Spell Multiplier (x2)- Doublesthe number of power points available to a charac-
ter between periods of rest. [35points]
:iCCl^l ^hlll1lC:
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.
AmazingLeaping- You have a Base Running horizontal leapof three timesnor-
mal; vertical leapof five times normal. See RMSRfor rules ondeterminingthe nor-
mal jumpingability (AppendixA-1, Athletic Brawn skills description). [15 points]
Bane - You may select one creature type (subject to the GMs 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 cansee tentimes as far as a normal personof your race.
You can see detail at t his range, and can use this ability to reduce range penalties
applied to you whenusing a missiole weapon. Youreceive only10%of the penalty
applied to you for all missile weapon range penal ties, including thrown weapons.
Thus, for you, the long range for all (non-thrown) missile weapons is increased by
100. [15points]
Lifetime Goal - You have a goal (subject to the GMs approval) that controls your
everymove. You dowhat ever it takes tocomplete thisgoal. It should relate to most
of your adventures, andshould 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 dir-
ect ly related to this goal, you receive a bonus of +5 to +15 to all of your actions
(GMs discretion). The total amount of the bonus is directl y related to how closely
your current actionswill affect the outcome of your goal (most of your bonuses will
be at +5, the final +15bonus should only come whenyou 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. Whenyou have accomplished this goal,
if you do, youwill probably have a sense of deprivation and a loss of direction. [15
points]
Lucky (minor) - You are lucky. Your open-endedroll range isincreasedby 1from
96-100 to 95-100. [10points]
Lucky (major) - You are lucky. Your open-endedroll range is increased by 2 from
96-100 to 94-100. [15points]
Lucky (greater) - You are lucky. Your open-ended rol l range is increased by 3
from 96-100 to93-100. [20points]
Master Warrior Friend- You may learn one additional rank per level in your
primary weaponskill andskill category at a Development Cost that i s the same as
the first rank (i.e., 3/7becomes3/3/7, 6becomes6/6, etc.). [15 points]
Mentor - You have a high-level spell user asa friend (your GMshould fill out the
detailsof your mentor). [10points]
Stat Bonus(minor) - Youreceive a special bonusof +3to one stat (your choice).
This talent maynot be duplicated on the same stat. [10 points]
StatBonus(major) -As Stat Bonus(minor), except the bonus is+5. [20points]
StatBonus(greater)- AsStat Bonus(minor), except the bonusis +8. [30points]
StatImprovement- After youhave made your normal stat gain rollswhenadvan-
cing a level, you receive one extra stat gainroll for one of your stats (your choice).
You also receive one such roll during your adolescence and apprenticeship develop-
ment. [10 points]
Succour(Lesser) - Youhave a laying on hands ability. When youdecide to aid
someone, you may heal a varietyof ailments. When you choose this power, you may
select one ailment from the followinglist: 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 dayfor each level of experi-
l38
ence. Whenhealing concussion hitsor points of Constitution, the healing will restore
one point per level of experience (upto the targetsnormal maximum). Whenhealing
bleeding, the bleeding rate wil l reduce by one point for every five levels of experi-
ence. When healing any other type of damage, t he severity of t he wound will be
reduced by one for every five levels of experience (round all fractions down). See
RMSRfor detailson healing times based upon severityof wound. Note that a Light
Wound can be reduced tonowound at all. [10 points] .
Succour (major)- As Succour (lesser), except two ailments maybe chosenfrom
the list. [20 points]
Succour (major) - As Succour (lesser), except three ailments may be chosenfrom
the list. [30 points]
Succour(greater)- AsSuccour (lesser), except four ailmentsmaybe chosen from
the list. [40 points]
:iCCl^l :1^1O:
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 toa wicked Lord or Lady. The reasons
whythey despise youare left upto you and the GM, but. you are nevertheless faith-
ful to them. You try your best to not hurt them in any way, nomatter what t heyput
you through. You seem to be under their centrol, at least emotionally, andthey will
often put unreasonable demands upon you. It should be a very long and involved
endeavour for youto escape their stronggrip. [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 isacknowledgedby a small
number of people (e.g., mayor of a city). If the GM deems it appropriate, the be-
friended official canbe related toyou. [10points]
Favoured(major)- As Favoured (minor), except the official is 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 groupof people (e.g., a demigod or angel). [25points]
Government Ties- You have a reputation for aiding good government figures.
You will usually receive aid from the local constabulary (e.g., shelter, subsi stence,
protection, maybe money). You have earned a reputation inthe underworld as being
associatedwiththe govemment. [7 points]
Heir- Youare the heir toa great hero or Lord. Fewpeople knowof your position (in
fact you may not know it either). You may discover your lineage while retrieving a
great item once belongingto your parents or some equally important quest. Powerful
evil forces may knowmore about your ancestry than you do, and you may well be
huntedbythem because of it. [10points]
LawEnfordementAbility(minor) - You have beengrantedthe right to enforce
lawin a general area. Depending onthe area andthe local laws, the effect benefits of
this ability may vary (from the ri ght of executi on to simple guard dut y). You are
recognized as anofficer of the law, unless youare 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 - Youwere 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 nothingto dowith you. Youand the GMshould determine what happened
and whether or not you are innocent. Regardless, the person will no longer have
anything to do with you, wil l provide no assi stance, and may try to hinder you
whenever possible. [0 points]
MilitaryRank(rank1) - You were in the military. While you were in the milit-
ary, youreceived a promotion in rank. The actual title of the rank should be determ-
ined by the branch of the military you were in (the GM will have to let you know
what isappropriate in his world). [5points]
Military Rank(rank 2) - As Military Rank (rank 1), except you have received
twopromotions. [10points]
Military Rank(rank 3) - As Military Rank (rank 1), except you have received
three promotions. [15points]
Military Rank(rank 4) - As Mili tary Rank (rank 1), except you have received
four promotions. [20points]
Military Rank(rank 5) - As Military Rank (rank 1), except you have received
five promotions. [25points]
Military Rank(rank 6) - As Mili tary Rank (rank 1), except you have received
six promotions. [30 points]
Military Rank(rank 7) - As Military Rank (rank 1), except you have received
sevenpromotions. [35 points]
Noble - You are a member of the nobility. You were either awarded nobility, or
inherited it from your parents. You and your GM shoulddetermine your title and the
extent of your noble powers. [15points]
Orphan- You are an orphan. Youhave no family andno records of who theymight
be. It would be difficult for you to track down your birt h parent s. You may be
scorned insociety, depending onhowimportant lineage is tothat society. In addition,
you have some emotional scarsfrom your life in the orphanage that you are probably
still learning tocope with. [0 points]
Patron(lesser) - You have a patron that provides for you. The patron is a single
individual who can only provi de you with bare necessi ties (food, clothing, shelter,
etc.). [5 points]
Patron(minor)- As Patron(lesser), except the patron can provide you with almost
anynormal items that youwant. [10 points]
Patron(major) - As Patron (lesser), except that the patron can provi de you with
basicallyany type of item (GMs discretiononavailability). [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 coun-
try) 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 almost any normal itemsthat youwant. [20 points]
Patron, Important (greater) - As Patron (level 2, minor), except that the patron
can provide youwith basically anytype of item(GM`sdiscretion onavailability). [30
points]
Wanted- You have been accusedof a major crime: theft, treason, murder, assassin-
ation, etc. You may or may not have committed the crime (that is upto you and the
GM). There is a significant force looking for you, and they may try unort hodox
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]
uC^l1H
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.
Weal th level is used when determining starti ng wealt h as wel l as what
kind of it ems you might begi n t he game wit h. Use t he chart bel ow t o
det ermi ne a characters start ing weal th l evel.
WEALTH LEVEL
Wealt h Level Point cost
Very Poor. ............................................... 0
Poor.......... ............................................... 5
Normal..... ............................................. 10
Rich.......... ............................................. 20
Very rich.. ............................................. 40
A charact er may choose to take additi onal rol ls for wealth. The cost for
addit ional rol ls i s based upon the charact ers weal th l evel. Use the chart
below to det ermine the cost for each addi tional roll made on t he Starti ng
Wealt h Chart.
COST FOR ADDITIONAL WEALTH ROLLS
Wealt h Level Point cost
Very Poor. ............................................... 5
Poor.......... ............................................. 10
Normal..... ............................................. 15
Rich.......... ............................................. 20
Very rich.. ............................................. 25
Finall y, a character can choose t o modify t he roll made on t he St arti ng
Weal th Chart. The rol l may be modified before the dice are roll ed or aft er
the dice are rolled (wi th a di fferent cost based upon weal th level). Use the
chart below t o determine the cost for modifying t he rol l.
COST TO MODIFY WEALTH ROLLS
Modification Point cost
+10 before the dice are rolled................ 3
+5 after the dice are rolled..................... 5
l39
iH:lC^l l^u:
These flaws affect you physically. They may hinder your
movement or prevent youfrom performing certain activities.
Age- Youhave reached at least middle age for your race. You must roll stat deterior-
ation rollseach year. Youare older, probablywiser, and a little slower. [-10points]
Albino- Youwere born an albino. Youhave pale-white hair and skin, andyour eyes
are pink. You cannever blend intoa crowdwithout a disguise, you are tooconspicu-
ous. You have noresistance to sunburn, and thus must take manyprecautions against
the sun. If you are in the sun without protection, you take 5hits of damage per hour
until youfind shelter. [-10points]
Anosmia - You have no sense of taste or smell . You cannot make anyAwareness
manoeuvresbased onthese two senses. [-3points]
Blind- You cannot see. Any action you take that wouldrequire vision is at a -100to
the manoeuvre. You can only move at half 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 onsound, touch or smell. [-50points]
Breaker - You tend tobreak equipment more oftenthan 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 byone.
Additionally, all strength checks you make for equipment or weapons are modified
by a -20. [-20 points]
ColdSensitive - You are abnormally sensitive to the cold. The colder it gets, the
more you suffer from the colds effects. When the temperature is lower than 40F,
you suffer a penalty toall of your actions. You suffer a penalty of -1 for every1 the
temperature is below40F [-10points]
Colour Blind- You are completely colour blind. Everythi ng is white, black, or a
shade of gray. This is more of a nuisance thana serious flaw, but it can cause prob-
lems. [-5points]
CommonAllergy (minor) - You have an allergy to a common substance (like
pollen) that appearsseasonally. You may choose what you are allergic to (subject to
the GMs approval). Whenyouare exposedto what youare allergic to for more than
one minute, your eyes start towater andyour nose runs. While this ishappening, you
are at -20 to all of your actions. Thiswill last for d100 minutesafter you have left the
vicinityof the cause. [-10 points]
CommonAllergy (major) - As Common Allergy (minor), except the allergy is
to somethingthat is common andis present year round. [-15points]
Complete Klutz - You are not coordinated enough to effectively use the martial
arts. Your Martial Arts skill groupsuffer a -25penalty. [-20points]
Crippled(minor)- You have lost some mobility because you are crippledin one
leg. Your movement is reduced by half. You receive a -10 to all melee OBs due to
your impaired mobility. Yousuffer a penaltyof -3to your Qubonus. [-10points]
Crippled(major)- As Crippled (minor), except you have actuallylost a leg. You
can only move at 25% of your normal Base Rate. You must use some form of sup-
port (e.g., either a false leg, a crutch, etc.). Your mel ee OBi s reduced by -25. You
suffer a penaltyof -5to your Qubonus. [-20points]
Crippled(greater) - As Crippled (minor), except you have lost both of your legs.
Your movement is 10%of your normal Base Rate. Youmust findsome other form of
mobilityto move around, a wheelchair, levitation, anti-gravity chair, etc. You cannot
effectively fight in melee combat. You suffer a penaltyof -7 to your Qu bonus. [-30
points]
Deaf- You are completely deaf. You can hear nothing at all. You operate at -100to
all actionsthat require hearing. All of your starting spokenlanguages are reduced by
2 ranks. Spokenlanguages are nowclassified asRestricted skills for you. [-20 points]
DeepSleeper- You sleep verydeeply, especiallyduring the first hour of rest. You
cannot be awakened during your first hour of sleep, no matter what occurs around
you. Incertain rare circumstances, the GM may allowa drastic actionto awaken you
from your deep slumber. After the first hour, you may awakenbut suffer a -25 pen-
altytoyourAwarenessmanoeuvre toawaken. [-10 points]
Epileptic - Youhave a severe case of epilepsy. Whenever you are Subject to a very
stressful situation (GMs discretion), you must make an RRversus a Fear attack at
10thlevel. If you fail, youare subject toan epileptic fit. You lose your abilityto think
and speak clearly. Your body startshaving violent shakes. Anything you are holding
in your hand will fail to the ground. The seizure will last for 2d10 minutes. Once you
stopconvulsing, youwill have spent 4d10exhaustion points. [-30points]
Fragile Wrists- Your wrists are susceptible tosprains. When you leap, fall, climb,
hang, throw anobject, or attackwitha melee weaponthere isa 2% (non-cumulative)
chance that you will sprain your wrists. If you sprain them, you will be stunnedfor
d10rounds, andoperate at -50for d10 days. [-5points]
Hard of Hearing - You have a difficult time hearing things. Awareness man-
oeuvresbased onhearing are made at -20. [-10 points]
Heat Sensitive- You are abnormally sensitive to heat. The hotter it gets, the more
you suffer from the heats effects. Whenever the temperature is more than 80F you
suffer a penaltyto all of your actions. Yousuffer a penaltyof -l for every 1the tem-
perature is above 80F[-10points]
Haemophilia - You suffer greatly from any bleeding attacks. All of our bleeding
results are doubled due toyour haemophilia. Anycritical that states you take a num-
ber of hitsper round or states that you are bleeding should have the hits per round(as
indicatedin the critical doubled). [-20points]
Inner Ear Problem- You suffer from a rare inner ear problem that makes you
sensitive to water andpressure changes. Whenever it is raining or your head is under-
water, you will be deafened. See the Deaf physical flawfor details on deafness. The
deafness lastsfor d10 minutes. [-5 points]
Lackof Range - Youhave a difficult time targeting froma long range. All of your
spell casting andmissile fire ranges are halved. [-20 points]
LockingWrists - 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 returnto normal after d100minutes. There is nothingyoucandoto restore
your wristsbefore theyunlockthemselves. [-10 points]
Lossof 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 blindedfor d10minutes, after which your visionwill returnto younormally.
See the Blindphysical flawfor more informationon blindness. [-15 points]
Mute - You cannot speak. Any communication you make withsomeone else must
be non-verbal. Youmay write or use sign language for any communication youwant
with another person. It is strongly recommended that the player not speak to other
players tosimulate the charactersmuteness. [-25points]
Nose Bleeds- You suffer from nose bleeds causedbychangesin altitude. For every
1000above sea level, you operate at a -5to all of your actions (frompressure inyour
head as well as a bleeding nose). If you remain above 1000 for more than anhour,
you startingtaking1 hit of damage per minute from the constant bleeding. The bleed-
ing andpressure subside when you go lower than 1000. [-10 points]
Not Graceful - You are relatively ungraceful in your movements. You receive a
special penaltyof -10 toall of your moving manoeuvres. [-20points]
Not Subtle- You are not very quiet or subtle. You receive a special penaltyof -10to
all of your skills inthe Subterfuge Stealth category. In addition, you receive a special
penaltyof -15 toany Stalking or Hiding manoeuvres. [-15points]
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 penal ty of -30 to all
Manoeuvresthat involve balance. [-20points].
One Arm(minor)- You have only one hand. You may choose which hand you
have lost subject to GMsapproval. Youare assumed to have developed proficiency
in your one remaining hand, even if it was not your original hand preference. You
cannot fight with two weapons at once, or with a shield. Climbing is very difficult, as
isputting on armour. [-15 points]
One Arm(major) - As One Arm (minor), except you have lost the whole arm.
The GMshould rule onhowthis affects you. [-20 points]
One Eye - You have l ost 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
penaltyof -25 (due to your lossof depthperception). [-15points]
Painintolerant - You have a low painthreshold. Every time you take damage, you
must make an RR versus your own level, modified by triple SD bonus and by the
number of concussionhits (as a negative modifier to the RR). If the RRfails, youfall
unconscious. [-15 points]
Physical Investment - Everytime you cast a spell that is 5th level or higher, you
take a number of concussionhits of damage equal to twice the number of PPsspent.
There is no way you can avoid this damage, but i t does heal normally. Non-spell
users maynot select this flaw. [-7points]
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 t o all of your missil e attacks. If you are
farsighted, youreceive a -30toall of your melee attacks. [-10points]
Poor Eyesight(major) - As Poor Eyesight (major), except that you donot have a
means of correcting it. [-20points]
Power Burn- You receive damage for every spell youcast. For each Power Point
you expend, you receive 1concussion hit of damage. [-10 points]
RainTrauma- You are adversely effectedby the rain. For eachfour hour period it
rains and you are not in a completely enclosed area (no windows, covered up, etc.)
you must check tosee if you lose your voice. Roil d100andadd25. If your total is
greater than100, you have lost your voice for d10hours. [-5points]
Short of Breath (minor) - You have fewer exhaustion points than your stats
woulddictate. Calculate your Exhaustion Points normally, thenreduce them by10%.
[-5 points]
Short of Breath(major)- AsShort of Breath (minor), except reduce the normal
amount by25%. [-10points]
l1O
Short of Breath(major) - As Short of Breath (minor), except reduce the normal
amount by 50%. [-15points]
Sloth- You are slowin combat. Your moves are obvious, awkward, andweak. You
receive a special penalty of -5 toyour OB, DB, andyour initiative rolls. [-20points]
Slow- You are slower than normal. Your Base Movement Rate is reduced by25%.
[-7 points]
SlowHealer - You are a slowhealer. All healing times for all kindsof wounds you
receive are doubled. [-15points]
Spasm- You suffer from uncontrollable spasms. Whenever youroll an unmodified
66, youexperience a spasm. While you are havinga spasm, you take d10 concussion
hits of damage andare stunnedfor d10 rounds. [-10points]
Stutter- Youhave a speech impediment that makes it difficult for you tospeak. 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 youwear metal (including armour), your bodybreaks out
in a rash. The rash is itchy and painful, causing a -10penalty to all of your actions
while you have the rash. The rash stays until you remove the metal and t hen lasts
another d10 hours after you have removed the armour. There is not hing that can
prevent your allergic reactionto metal armour. [-10 points]
TiredLegs -Your legsare significantly weaker thana typical member of your race.
You cannot walkmore than 5 hours without restingfor at least 2 hours. If youwalk
for more than 5 hours, there is a 25% chance that each of your legs will develop
cramps (roll once for each leg., If theycramp, theywill stay cramped for 2d10 hours,
and be completelyuseless during that time. [-7points]
UncommonAllergy- You have anallergy to an uncommon object (e.g., conifer-
ous plants). You may choose what you are allergic to(subject to the GMs approval).
Whenyou are exposedto 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 al l of your ac-
tions. 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 youhave 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 hugginghim. 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 i t is, you re-
ceive anA Unbalancing critical. [-7points]
Unhealthy- You are particularly susceptible to a certain disease that causes your
body toswell up and you tofeel ill. Every week there is a 2% chance that youwill
develop symptoms of this disease. While suffering from this disease you will be at -
20 toall your actions due to the swelling, and your Appearance and Presence tempor-
ary statswill be halved. After d10days, the swelling andsickness go away(your stats
will return tonormal). [-10points]
Unique Looks(lesser) - Youhave a very unique look. Somethingis significantly
different about the way you look. Thiswill cause 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 dist inctive, 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 cer-
tainly cause quite a scene. While youare unique inyour appearance, your uniqueness
is relativelyeasytoconceal. [-5 points]
Unique Looks (minor) - As Unique Looks (minor), except you must use a dis-
guise toconceal your unique looksor it causesanimmediate reaction (usually negat-
ive). When not disguised, youmust subtract d10from 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). Inaddition, youhave to sleep (or meditate) at
least 6hours every night. If you are somehow (perhaps magically) awakened before
receiving a full 6 hours of sleep, you wil l be at -10 for every hour less than 6
you.slept. [-15 points]
WeakPhysique - Youdo not have muchbody mass. Your progression for Body
Development is reducedby 3 points at each stage. For example, if your normal pro-
gression was 06 54 3, your actual progression is-33 21 0. [-20 points]
Weight intolerant - You are very i ntolerant of the weight that you carry. All of
your encumbrance penalties are doubled. [-15points]
Wimp- You are, quite frankly, a wimp. Yousuffer a special -20 penaltyto all of the
skill categories in the Athletic group, receive a -2 to your St bonus, and also have
25%fewer exhaustionpointsthan normal. [-20points]
OCN1^l l^u:
These flaws change the way you perceive the world. Everyone
is a little neurotic, you are just more so.
Absent Minded- You have a hardtime paying attention tosomethingthat is not
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) modifiedby your Me bonus. If the result isover 100, you are success-
ful. If you fail this roll, you cannot remember. You should role play this flaw at all
times. Remember that you are neither dumbnor slow, you just have a short attention
spanand poor concentration. [-10points]
Addiction/Simple (common) - You are addicted t o a common substance (e.g.,
alcohol, etc.) that has anAddictionFactor of 5or less (see Gamemaster Lawfor more
information on addiction and withdrawal). Your addiction starts as a Level 1 addic-
tion tothe substance. [-5points]
Addiction/Simple (rare) - As Addiction/Simple (minor), except that the sub-
stance isnot common or it is illegal. [-15points]
Addiction/Mild(common) - AsAddiction/Simple (minor), except the Addiction
Factor is 10or less. [-10points]
Addiction/Mild(rare) - AsAddiction/Mild (minor), except that the substance is
not commonor it is illegal. [-20 points]
Addiction/Serious (common) - As Addiction/Si mple (minor), except t he
AddictionFactor is20or less. [-15 points]
Addiction/Serious (rare) - As Addiction/Serious (minor), except that the sub-
stance isnot common or it is illegal. [-25points]
Addiction/Harmful (common) - As Addiction/Si mple (minor), except t he
AddictionFactor is30or less. [-20 points]
Addiction/Harmful (rare) - As Addiction/Serious (minor), except that the sub-
stance isnot common or it is illegal. [-30points]
Addiction/Fatal (common) - As Addiction/Simple (minor), except the Addiction
Factor is 50or less. [-30points]
Addiction/Fatal (rare) - As Addiction/Serious (minor), except that the substance
isnot common or it is illegal. [-40points]
BadTemper - You have a great tendency towards violence when you are dealing
with a stressful situation. Whenever youare insultedor offended, or under stress, you
may respond with a violent attack. Roll d100 (open-ended), add 40, and subtract
triple your SDbonus. If the result isgreater than100, youhave lost your temper. You
must respond to the situation in a violent, although not necessarily fatal , action. It
takes approximately d10 rounds of quiet for you to calm down andregain your com-
posure. [-10 points].
Battle Confusion- Whenever more than one foe i s fighting you at a time, you
must make anObservation manoeuvre each round. If you fail this roll, youmaytake
no action that round. [-15points]
Blood-Guilt - You experience guilt andbecome depressedanytime you cause the
death or injuryof a humanor humanoidrace. Youare reluctant to enter combat with
them. If youharm or kill a humanoid, youwill operate at a -25 for the next d10 days
while you deal with your guilt. [-10 points]
Bloodlust- Whenever youare in a fight, you want to see your foes die. You always
use lethal force, even ina bar fight. Youmake 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. Whenyou enter combat, however, you gofor the throat. If there comesa
time when you must accept a foes surrender, you must roll d100 (open-ended) and
addtriple your SDbonus. If your total is greater than 100, you may prevent yourself
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. Youwill always fight
fair. This includes returning a weaponto a foe if they lose it, dismountingif your foe
isnot mounted, andnever attackingpeople frombehind. You always maintaina high
standardof courtesy. [-10points]
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, forcingyou intoa situation that you wouldrather 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 onlysteal from people who canafford to
lose money, never betray an honourable foe, and always bestowrich gifts ona lady,
[-5 points]
CompulsiveBehaviour- You have a behaviour that youmust indulge inas often
as possible. You may choose your behaviour, subject to the GMs approval. You like
tospend a lot of time on your behaviour, anda considerable amount of your income.
l1l
If a time comes when you want to avoid your compulsive behaviour, you must roll
d100 (open-ended) and add triple your SDbonus. If the result is greater than 100,
youmayavoidyour Compulsive Behaviour. [-5 points]
Delusionary(lesser) - You suffer from delusions. This delusion is mostly minor
(e.g;, the planet is fiat). The GM must approve anydelusion, and youmust role play
it everytime a moment becomesavailable. [-3 point]
Delusionary (minor) - As Delusionary (minor), except the delusion is one that
will affect your life quite dramatically, but does not prevent youfrom functioningin
society. [-10points]
Delusionary(major) - As Delusionary(minor), except that the delusion has po-
tentially fatal repercussions. [-15points]
DisavowedWeapons- You have vowed not to use weapons. You receive a -15
penalty toall of your skill categories inthe Weaponsgroup. [-20 points]
Easily Charmed- You are particul arl y vulnerable to all mind affecting spells
(spellswitha 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-an-
effect similar toany spell that hasa sub-type of m. [-15points]
EasyMark- Youare easy to hit when being ambushed. Whenever someone uses
Ambush against you, they receive a +25 to their Ambush skill manoeuvre (and are
treatedas if theyhave anextra five ranksin theAmbush skill when theyare adjusting
the critical result). [-20 points]
Fanatic - You believe very strongly inone ideal or person. This could be a ruler, a
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 youmay even be willing todie for it. You followthe code or commandsof what
you believe in faithfully and fanatically. You can see no greater way to serve what
youbelieve in. [-10points]
Fear ofArmour - You have a severe dislike of armour. All skills in the Armour
groupare nowclassifiedas Restricted skills. [-20points]
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
intocombat without regardfor either your or anyone-elses safety. [-10points]
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 youcannot learnanyspell lists except for Open spell lists of
your realm. You maylearn nospellshigher than5th level. [-20points]
Glutton- Youlike to eat and drink. You will never willinglypass upa meal offered
to you. If it is necessary for you not to eat, youmust roll d100 (open-ended) andadd
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 i s no food available, you may
change your opinion of what is edible and tasty. You are also overweight. Some
social circles may look downonyour avarice for food. [-3points]
Greedy - You l ust after wealth; you can never have enough money. Any time a
chance to make more money becomes available to you, you must roll d100 (open-
ended) and add triple your SD bonus. If the result is over 100, youcan pass up the
opportunity. You will probably not hesitate if the money-making activitypresentedto
youis shady. [-10points]
Impulsive - Youtend to act first and thinklater. You do not wait aroundfor events
to unfold themselves, youcharge into the fray andsee what happens aroundyou. You
almost never think your decisions through. You just take life as it issent to you. You
should try hardto accurately role play thisflaw. If you charge intoevery combat, but
carefully checkeach door or wall for traps, the GM may invalidate your impulsive-
ness. [-13 points]
indecision- You are indecisive. Your indecisiveness shows most when you are
forced tomake a snapdecision. Yousuffer a -50 penaltyto all of your snap actions
due toyour indecisiveness, 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 yousee what you
are intolerant of you must tryto showyour distaste for whatever it is. You are intoler-
ant of a small group of people (up to100,000). [-5 points]
Intolerance (minor) -As Intolerance (minor), except you are intolerant of a large
groupof people (over 100,000). [-10points]
Kleptomaniac - Youhave an irrational compulsion to steal whenever the oppor-
tunity presents itself. What you steal is irrelevant. It does not have to be of value, or
interest to you. Whenever circumstances favour stealing, youmust roll d100 (open-
ended) andadd triple your SDbonus. If the result is less than101, youmust steal the
closest itemthat youcan hide on your person. You can never return stolenitems, nor
mayyou 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 than50) of the opposite sex,
youmust try toallure them toyou, no matter what else is happening. Thiscould lead
to a seriousbreechof etiquette, but you cannot help yourself. If you feel the needto
restrainyourself from seducing someone, youmust roll d100 (open-ended), subtract
theirAppearance, addtriple your SD bonus, and subtract 50. If the result is over 100,
you maystopyourself frommaking a pass. [-10 points]
Megalomaniac - You believe strongly that you will fulfil a certain goal. You be-
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 GMs approval)
but your goal must be grandiose. You will not let anythi ng stand between you and
your goal. People around you consider you to be much to concerned withyourself.
After talking with you for even a few minutes, they should realize your megalo-
mania. [-10points]
Memory Loss- You suffer from occasional memory loss. Once per month for a
period of one week, you will experience a random memory loss. Youwill lose d10
hours of memories each day for the entire week. When the week is finished, your
memorieswill gradually start comingback; d10 hoursof memories every d10 days.
Actions takenduring the period of memory loss can gain no experience points. The
GM should determine exactly what you forget and when in the month your memory
starts togoaway. [-15points]
Minor Fear (lesser) - You have a fear of one uncommon thing (dragons, ogres,
etc.) subject to the GM approval. Whenever you encounter that whichyoufear, there
isa 50%chance that youimmediatelyturn and flee. If you do not flee, there is a 25%
chance that youwill fall unconscious for d10 hours. While you are unconscious, it is
almost impossible torevive you. [-5points]
Minor Fear (minor) - As Minor Fear (major), except the thing youfear is com-
mon (e.g., women). [-10points]
Passive - You are passive, especially concerning combat. Whenever you are in-
vol ved in a fight, you receive a special penalt y of -15 to your OB unti l you get
worked up. At the endof every round, you may roll to see if you are worked up.
Roll d100 (open-ended), add 20, and add triple your SDbonus. 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]
Phobia (lesser) - You have a phobia, an irrational fear of something. Whenever
you are confronted withyour phobia you must make an RRversus a 10th level Fear
attack. If youfail, you become paralysedwith fear for one roundper 10% failure. If
you must interact with whatever is causingyour phobia (e.g. fightingsomethingyou
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 thingyouare afraidof will onlybe encountered occasionally(Or
will not require you to interact withit very much; e.g., fear of the number 13, or the
fear of mechanical devices ina medieval setting). [-5points]
Phobia(minor) - As Phobia (minor), except the thingyoufear will be encountered
more often (e.g., the fear of heights or the fear of enclosed spaces). [-10points]
Phobia(msjor)- As Phobia (minor), except the thing you fear will be encountered
almost daily (e.g., the fear of water, crowds, bladed objects, etc.). [-15points]
Poor Concentration- Due to your short attention span, anything you must con-
centrate onfor more than half a minute (most uses of the Lore category, some spells,
loading artillery, complex rituals, etc.) ispenalizedby -25. [-10points]
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 toresist your urge
for setting a fire, you must roll d100 (open-ended) and add triple your SDbonus, if
the result isover 100; you mayresist the urge to start a fire. You canbecome hypnot-
ized by a fire, and will always stop to appreciate any fire that you come across. You
receive a +50bonus tostarting a campfire. [-5 points]
Queasy- Any time you see blood or gore, it makes youuneasy. Each time you even
glance at somethinggory, 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 unt il you can getaway
from the scene. [-10 points]
Sadist - You enjoy causing pain, either mentally or physically. Whenever you can
you must indulge your sadistic habits. You may conceal your weakness from close
friends for a little while, but eventually they st art to notice the pain you inflict on
those around you. People react negatively to a known sadist, many will want to see
you burnedat the stake. Please note that this is not a good or heroic flawfor you
topossess. It is more suitable for a trulyevil character, The GM may prohibit charac-
ters from choosing this option. [-15points]
Sense of Duty(lessser)- Youfeel that you have a responsibility towards someone
or something. This isaninternal feeling, one you have placeduponyourself. Youwill
never betray, harm, or mislead those towhom youhave a Sense of Duty. Your Sense
of Dutyis towards a close friendor small group [-5points]
Sense of Duty(minor) - As Sense of Duty(minor), except you have a Sense of
Dutytowards a large group or organization(a townor city). [-10points]
Sense of Duty (major) - As Sense of Duty (minor), except you have a Sense of
Dutytowards a country or equallylarge group, [-15points]
Split Personality- You have fromone to three additional personalities. 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 t heir professions. The alignment,
personality, and level can vary among personalities. Each of the personali ties earns
experience separately; you must keep track of which personality performed which
actionsso you canaward the appropriate experience to eachpersonality. You and the
GM must decide what triggersthe change inyour personalities. [-20points]
l12
Stubborn- You are verystubborn. You want results your way, andeven if you do
not get it, you will not change your mind. Your comradesmayhave to resort todup-
ing youinto doingwhat they need you todo. [-5points]
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 moodand morale are often affected bythese omens. [-5points]
Trauma (lesser) - You suffer from flashbacks that completely immobilize youfor
d10 minutes. The trigger for these flashbacks is something uncommon. You may
pick what triggers your flashbacks (subject toGM approval) but it shouldbe at least
loosel y connected to the trauma that causes your flashbacks. If you are attacked
while immobilized, anyhit that delivers a critical toyouwill cause you tosnap out of
your trance. [-5points].
Trauma (minor) - As Trauma (minor), except what triggers your flashback is a
common occurrence (e.g. a ringingbell). [-10points]
Trauma (major) - As Trauma (minor), except what triggers your flashback is a
verycommonoccurrence (everytime a horse rides by). [-15points]
Truthful - You cannot lie. Either there is some physical reason why youcannot lie,
or you are so terrible at it that anyone instantly knows when you are lying. The
Dupi ng 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 inwhich you do not wishto
speak, for fear of revealing some truth, you must roll 1d100 (open-ended) and add
triple your SDbonus. If the result is greater than 100, you mayprevent yourself from
spillingout the truth. This is not a vowto alwaystell the truth, this is an actual inabil-
ity tolie. [-5points]
Vow(lesser) - You have taken a voweither to do or not do something. This is a
vow that you believe in very strongly and has been sealed through some formal
ritual. Your vow may end aft er a certain task is accomplished (avenge the death of
your parents) or maybe life-long(vow of silence). You cannot take a Vowto accom-
plish some taskand also take the same task as your Lifetime Goal (see the appropri-
ate Talent). You must always followyour vow. If you donot, you will penalized by
the GM. The vow you have made will not inconvenience you much in your daily
activities (e.g., giving10% 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 onyou. The severity of the calamity depends on the severity of the
vowyou took. The Gamemaster must give the final approval for anyvow you wish
to take. [-3 points]
Vow(minor)- AsVow (lesser), except the vow will affect youon a dailybasis, but
not prohibit you from functioning fairly normally (e.g., chastity, eating no meat,
never sleeping ina coveredarea, etc.). [-7 points]
Vow(major) - As Vow (lesser), except the vow will affect you oftenduring a typ-
ical day. Most people will become aware of your vow after only bei ng with you a
fewhours. Thisvowalso limits you insome significant way(e.g., never usingedged
weapons, never keeping more moneythan needed toclothe yourself, never speaking,
etc.). [-15points]
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.). [-20points]
WeaponBane- All weaponskills (except skillsin your primary weaponcategory)
are now classified as restricted for you. Your primary weapon cat egory is the one
withthe cheapest development point cost. [-15points]
:iCCl^l l^u:
Nowand then, something truly bizarre occurs to a person. This
has happenedto you.
DarkTemptation- Youhave learned one evil spell list upto 50th level. To receive
the knowledge of this list, you had to consort with dark and evil things. You have
become taintedby this evil and are forever temptedto the Dark Side. The GM will
control the details, but youare constantlyin a spiritual battle between what youknow
is good and the evil inside of you. Youbegin the game with 10d10 corruptionpoints,
and all corruptionpoints gainedlater are doubled. [-10points]
Dependent (minor) - You have a person in your life that you deeply care about.
This dependent may be used against you inorder to persuade you to do somethi ng
youwould normallybe against. Inaddition, your dependent could inadvertently walk
intoa situationthat 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 re-
quires you to protect him in some way (to be a disadvantage). Afamily 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 pro-
tect themselves, they are not dependant's. Your dependent is a single person of aver-
age ability. [-5points]
Dependent (major) - As Dependent (minor), except you have more than one
dependent, or youhave one person who hasbelowaverage capabilities. [-10 points]
Dependent (greater) - As Dependent (minor), except you have more than one
dependent andthey all have belowaverage capabilities. [-15 points]
Duty (minor) - You have a responsibilityto a particular individual or organization.
Whenever they call upon you to do something, you are duty-bound to cease
everything you are working on and take care of the situation. Aduty is something
imposed upon you from the outside, not something you feel you have to do (i.e., a
Sense of Duty). Youmaydetermine exactlywhoor what youhave 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
summonedis 25%. [-5points]
Duty (major) - As Duty (minor), except the chance of being summoned is50%. [-
10 points]
Duty(greater)- AsDuty (minor) except the chance of being summoned is75%. [-
15 points]
Friendslayer - Whenever youare casting an attack spell and the spell fails, youdo
not roll on the attack spell fumble table. Instead, the spell affects one of your allies.
The GMrandomly determineswhoit affects, andthe friend may make a normal RR.
If there are no friends within the range of the spell, then roll a failure normally. [-10
points]
Lackof Scope- You have difficultycontrolling the scope of your spells. The area
of effect for eachof your spells is halved(roundedup). For example, a spell that can
affect one personwill still affect one person; but spell that had a 10foot radius would
be halved to a 5 foot radius. This only affects spells with anArea of Effect with a
radiusor # of targets. [-20points]
Lackof Time - You have difficulty making your spells last as longasthey should.
All of the spells you cast have their duration reduced in half (rounded up to t he
nearest round). [-20points]
Magic Allergy(minor)- You have a severe allergyto magic. Youmaychoose the
realm that you are allergic to. Whenever you try touse magic from that realm (either
spells or magical items), there is a 50% chance that you will dropto the ground ina
convulsion. While youare convulsing, you can an perform no actions. The convul-
sions last for d10rounds, after whichyou mayact normally. If you are near someone
(within 10) who usesa magic itemor castsa spell fromthe realm you are allergic to,
there is a 10%chance that youwill fall into a convulsion. [-10 points],
Magic Allergy(major)- As MagicAllergy (minor), except applies tomagic from
two different realms. [-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 ex-
tends. 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 spellsandspell devices. [-15points]
Magically Vulnerable - You are especially vulnerable to magic. Any spell cast
with you as the target receivesa modifier of+10to its roll (either the BARor EAR).
[-10 points]
Magic Bane- You have a difficult time learningspells. All skills inthe Spell group
are classified as Restrictedskills. [-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. [-7points]
Power Blind- You are partially blindto the power aroundyou. You receive a -10
penaltyto the Power Awarenesscategory. [-10 points]
Power Drain- You drain power from spell adders andmultipliers. Anyspell adder
that youuse has its pluses(or class if you are usingthe Treasure Companion) reduced
by one. For example, if you were inpossession of a +3 adder, inyour 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 multi-
plier 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
progressionis loweredby twopoints. For example, if your normal power point pro-
gression is0 65 43, your actual progressionis -2 4321. [-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 GMs approval). You
must make a conscious effort to perform this habit whenever possible. When people
notice your habit, they will tend to regardyou withdisdain, possibly loathing. Your
habit annoys people, but does not disgust them. This habit couldrange from always
boasting loudly toall around you, to having badbreath, torelievingyour self in pub-
lic. Again, the GMhas the last sayonany habit. [-5points]
RepulsiveHabit (major) -AsRepulsive Habit (minor), except people are disgus-
tedby your habit. [-10points]
Repulsive Habit (greater) - As Repulsive Habit (minor), except your habit
makes everyone in the roomget upand leave. [-15 points]
Rival/NPC(minor) - You have a rival. Your relationship to this rival and what
caused you to become rivals are upto you. Your rivalry couldbe romantic, profes-
sional, or personal. Whenever possible, your rival will do his best toout do you, even
l13
hinder you. This rivalry is rarely, if ever, violent. Both of yourespect each other too
much to kill one another. You will even endanger yourself and your comrades if it
gives youthe chance to out do your rival. The rival is either a personal, romantic, or
professional rival. The GMmust approve all rivalries. [-5 points]
Rival/NPC(major) - As Rival/NPC(minor), except the rival is some combi na-
tionof personal, romantic, and/or professional. [-10 points]
Rival/NPC(greater) -As Rival/NPC(major), except the rival hasanupper hand
in the rivalry (either due tostatus or some other advantage). [-20points]
Rival/PC(minor)- As Rival/NPC(minor), except the rival is another player char-
acter [-10points]
Rival/PC(major)- As Rival/NPC(major), except the rival is another player char-
acter. [-15 points]
Rival/PC(greater) - As Rival/N PC(greater), except the rival is another player
character. [-25points]
Secret (minor) - You have a secret that if discovered will cause you much embar-
rassment, pain, or even death. You maychoose the actual secret you are keepingand
it can be related to another flaw you have. You also may choose what couldhappen
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 takesto keep it quiet. If the secret were found out, it wouldcause
yougreat embarrassment. [-5points]
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 (but not killed). [-10 points]
Secret (greater) - As Secret (lesser), except if the secret is di scovered, it would
cause your death. [-15points]
Secret Identity - You have an alternate identity that you keep hidden from the
general public. Youactually lead a double life, one asyourself andone as your alter-
ego. You also have a group of people who are interested inwho you really are, thus
making you cautious about who you disclose your identity to. The GM must ascer-
tain that there is really a need for a secret identit y, or that there is someone or
somethingthat cares about the charactersreal identity. [-10points]
Stat Penalty (minor) - Youreceive a special penaltyof -3 to a random stat. [-10
points]
Stat Penalty (major) - As Stat Penalt y (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 01the action you are attempting fails in the
most complete way possible. Equipment you are using breaks (magi c items get a
RR); you fall and injure yourself, virtually anything the GM can conceive. The only
restriction isthat whatever happenscannot be instantlyfatal. For example, a rope you
are climbing could break, provided that there was a way; nomatter how small, that
youcouldsurvive 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 hal f race of your race (i.e., an elf may be vulnerable to half-elves, etc.).
Whenever youreceive a critical fromsomeone of that race, the critical is resolved as
a Slaying critical. Needless to say, youtendto 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 resul t of 01 to 06
(insteadof 01to 05). [-10 points]
Unmagical - Youare naturally unmagical. You receive a soecial penalty of -10 to
all spell casti ng static manoeuvres, BARs, EARs, to the Power Manipulation cat-
egoryandPower Awareness category. [-15points]
l11
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 characters skills and/or skill categories.
Obtain training packages.
Obtain extra stat gain rolls.
:1^ND^kD Di CC:1:
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 DPcost of its skill category.
There are four types of development point costs:
None - Afewskill 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 DPcost for the
SpellsOwn RealmOwn Base Lists category).
Single Number(#) - A skill or skill category with a single
number DPcost 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 DPcost (e.g., 2/6, 3/7) may have its rank increased by one
by allocating (i.e., expending) DPs equal to the first number or it
may have its rank increased 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 develop-
ment process.
Three Numbers(#/#/#) - A skill or skill category with a three
number DPcost (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 increased 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 duringthe skill development process.
V^kl^hlC Di CC:1:
Some of the standard development point costs for your
profession may vary based upon a number of factors.
V^kl^hlC Di CC:1: Ck uC^iCN:
There are seven Weapon Group skill categories:
Weapon1-HConcussion
Weap0n1-HEdged
Weapon2-handed
Weapon Missile
Weapon Missile Artillery
Weapon Pole Arms
Weapon Thrown
You may rearrange the DPcosts for these skill categories. This
arrangement is subject to GM restrictions and the race/culture
restrictions outline for your culture/race.
V^kl^hlC Di CC:1: Ck :iCll O:Ck:
The DPcosts for a spell list skill rank increasesbased upon the
number of the rank being developed.
In addition, there is a DPcost increase based upon how many
spell lists have already had ranks developed during the current
level:
For the first five lists developed the DPcost is normal.
For the 6th through 10th lists developed the DPcost is doubled.
For lists beyond the 10th, the DPcost isquadrupled.
CCCOi^1lCN^l CVCkO^N ^ND kC:1klC1CD
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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 theyare not comfortable doing).
If a skill is designated as Occupational, for every rank developed,
the character gains three ranks. Acharacter cannot develop part
of a rank to gainfewer 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 thantwo ranks.
If a skill is designated as Restricted, for every two ranks de-
veloped, 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 classifica-
tions 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.
1k^lNlN i^Cl^C:
During the apprenticeship skill development process, you may
allocate DPs to obtain training packagesfor 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 characters profession. In
addition, each training package increases your characters age by a
fixed amount; i.e., it takes time to train.
C1k^ :1^1 ^lN kCll:
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.
l13
Armor Heavy St/Ag/St Standard Standard Plate
Armor Light Ag/St/Ag Standard Standard Soft Leather, Rigid Leather
Armor Medium St/Ag/St Standard Standard Chain
Artistic Active Pr/Em/Ag Standard Standard Acting, Dancing, Mimery, Mimicry, Play
Instrument, Poetic Improvisation, Singing, Tale
Telling, Ventriloquism,
Artistic Passive Em/In/Pr Standard Standard Music, Painting, Poetry, Sculpting
Athletic Brawn St/Co/Ag Standard Standard Athletic Games (Brawn), Jumping, Power-striking,
Power-throwing, Tug of War, Weight-lifting
Athletic Endurance Co/Ag/St Standard Standard Athletic Games (Endurance), Distance Running,
Rowing, Scaling, Sprinting, Swimming
Athletic Gymnastics Ag/Qu/Ag Standard Standard Acrobatics, Athletic Games (Gymnastics),
Climbing, Contortions, Diving, Fl yi ng/Gli ding,
Juggling, Pole-vaulting, Rappelling, Skating,
Skiing, Stilt Walking, Tightrope-walking, Tumbling
Awareness Perceptions In/SD/In 0110.50 00000 Alertness, Sense Ambush
Awareness Searching In/Re/SD Standard Standard Detect Traps, Lie Perception, Locate Hidden,
Observation, Poison Perception, ReadingTracks,
Surveillance, Tracking
Awareness Senses In/SD/In Standard Standard Direction Sense, Situational Awareness, Spacial
Locati on Awareness, Sense Awareness, Time Sense
Body Development Co/SD/Co See Table T-1.1 00000 Body Development
Combat Maneuvers Ag/Qu/SD Combined 00000 Blind Fight ing, Missi le Def lecti ng, Mounted Combat,
Quickdraw, Reverse Stroke, Subdual,
Swashbuckling, Tumbling Evasion, Two-weapon
Combat
Communications Re/Me/Em Standard Standard Two skills for eachlanguage (spoken& written),
Lip Reading, Signaling
Crafts Ag/Me/SD Combined 00000 Drafting, Cooking, Fletching, Horticulture, Leather-
crafts, Metal-crafts, Rope Mastery, Scribing,
Service, Sewing/weaving, Skinning, Stone-crafts,
Trapping, Wood-crafts, and others
Directed Spells Ag/SD/Ag Standard Standard One skill for each type of directed attack
Influence Pr/Em/In Standard Standard Bribery, Diplomacy, Duping, Interrogation,
Leadership, Propaganda, Public Speaking,
Seduction, Trading
Lore General Me/Re/Me Standard Standard Culture Lore, History, Fauna Lore, Flora Lore,
Heraldry, Philosophy, Region Lore, Religion
Lore Magical Me/Re/Me Standard Standard Artifact Lore, Divination Lore, DreamLore, Spell
Lore
Lore Obscure Me/Re/Me Standard Standard Dragon Lore, Faeri Lore, Maiar Lore, Undead
Lore, Xeno-lores
Lore Technical Me/Re/Me Standard Standard Disease Lore, Herb Lore, Lock Lore, Metal Lore,
Poison Lore, Stone Lore, Trading Lore
Martial Arts Striking St/Ag/St Standard Standard Boxing, Martial Arts Striking, Tackling
Martial Arts Sweeps Ag/St/Ag Standard Standard Blocking, Martial Arts Sweeping, Wrestling
Outdoor Animal Em/Ag/Em Standard Standard Animal Handling, Animal Healing, Animal
Mastery, Animal Training, Driving, Herding,
Riding
Outdoor Environmental SD/In/Me Standard Standard Caving, Foraging, Hunting, Star-gazing, Survival,
Weather Watching
Power Awareness Em/In/Pr Standard Standard Attunement, Divination, Power Percepti on, Read
Runes
Power Manipulation Em/In/Pr Combined 00000 Healing Songs, Spell Artistry, Spell Mastery,
Transcend Armor, Yavanna`s Song
Power Point Development realm stat See Table T-1.1 00000 Power Point Development
MERP SKILL SUMMARY TABLET-2.5
Skill Skill Category
Applicable RankBonus RankBonus
Skill Category Stats Progression Progression Skills
l1o
Science/Analytic Basic Re/Me/Re Standard Standard Basic Math, Research
Science/Analytic Specialized Re/Me/Re Combined 00000 AdvancedMath, Anthropology, Alchemy,
Anatomy, Astronomy, and others
Self Control SD/Pr/SD Standard Standard Adrenal Balance, Adrenal Concentration, Adrenal
Landing, Adrenal Leaping, Adrenal Quickdraw,
Adrenal Speed, Adrenal Stabi lization, Adrenal
Strength, Cleansing Trance, Frenzy, Healing
Medi tati on, Meditation, Mnemonics, Shape-changi ng,
SleepTrance, Stunned Maneuvering
Special Attacks St/Ag/SD Combined 00000 Brawling, DisarmFoe (armed), Disarm Foe (un-
armed), Feint (Armed), Feint (unarmed), Garrotte,
Racial Attacks
Special Defenses None Combined 00000 Adrenal Defense, Adrenal Resistance, Adrenal
Toughness
Spells Other Realm Base Lists realm stat 0110.50 00000 One skill per spell list of this type
Other RealmClosed Lists realm stat 0110.50 00000 One skill per spell list of this type
Other RealmOpen Lists realm stat 0110.50 00000 One skill per spell list of this type
Other RealmTPLists realm stat 0110.50 00000 One skill per spell list of this type
Own RealmClosed Lists realm stat 0110.50 00000 One skill per spell list of this type
Own RealmOpen Lists realm stat 0110.50 00000 One skill per spell list of this type
Own RealmOther Base Lists realmstat 0110.50 00000 One skill per spell list of this type
Own RealmOwn Base Lists realm stat 0110.50 00000 One skill per spell list of this type
Own RealmTP Lists realm stat 0110.50 00000 One skill per spell list of this type
Subterfuge Attack Ag/SD/In Standard Standard Ambush, Silent Attack
Subterfuge Mechanics In/Ag/Re Standard Standard Camouflage, DisarmingTraps, Disguise,
Counterfeiting, Forgery, Hiding Items, Picking
Locks, Setting Traps, Trap Building,
Using/Removing Poison
Subterfuge Stealth Ag/SD/In Standard Standard Hiding, Picking Pockets, Stalking, Trickery
Technical/Trade General Re/Me/SD Standard Standard Begging, First Aid, Gambling, Mapping, Operating
Equipment, Orienteering, Sailing, Tactical Games,
Using Prepared Herbs
Technical/Trade Professional Re/Me/In Combined 00000 Advertising, Architecture, Diagnostics, Drowsing,
Engineering, Mechanition, Military
Organization, Mining, Physic, SecondAid,
Surgery
Technical/Trade Vocational Me/In/Re Combined 00000 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
Urban In/Pr/Re Standard Standard Contacting, Mingling, Scrounging, Streetwise
Weapon 1-HConcussion St/Ag/St Standard Standard One skill for each weapon in the category.
Weapon 1-HEdged St/Ag/St Standard Standard One skill for each weapon in the category.
Weapon 2-Handed St/Ag/St Standard Standard One skill for each weapon in the category.
Weapon Missile Ag/St/Ag Standard Standard One skill for each weapon in the category.
Weapon Missile Artillery In/Ag/Re Standard Standard One skill for each weapon in the category.
Weapon Pole Arms St/Ag/St Standard Standard One skill for each weapon in the category.
Weapon Thrown Ag/St/Ag Standard Standard One skill for each weapon in the category.
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 separatelyfor each type of mount: horse, elephant, Dragon, etc.).
- Arealmstat is: In for Channeling, Em for Essence, and Pr for Mentalism. AHybrid spell user averages his tworealm stat bonuses to
obtain his stat bonus for these skills.
Skill Skill Category
Applicable RankBonus RankBonus
Skill Category Stats Progression Progression Skills
MERP SKILL SUMMARY TABLET-2.5
l11
l18
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.
VCC^1lCN^l 1k^lNlN
i^Cl^C:
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 howto get around in the city
(as well as have some skill with weapons). The training packages
that are vocational are given the type V inthe master list.
llC:1lC 1k^lNlN i^Cl^C:
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.
1k^lNlN i^Cl^C CN1klC:
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 toAcquire: 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 characters SDstat
bonus (expressed as a percentage).
Example: I f a character has a +5 SD stat bonus, he
would gain the benefits of a training package 15% earlier
than someone with a +0 SD bonus (i. e., 85% of the nor-
mal rime). However, 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 start-
ing 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
(open-ended). This means roll d10; if the result is 1 to 9,
keep the result; if the result is a 10, roll d10 again and
add it to 9; continue until a 10 is not the result.
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 d10roll).
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 (GMs discretion).
Note: The GM may choose to allow every character who
develops 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 can-
not raise a skill rank above 10th rank.
Example: Kohrist takes the city guard training package.
This package awards him 2 ranks in 1-H Edged Weapons.
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 cur-
rently associated with the training package that awards ranks in
that spell list. Note that associated with has no firmdefinition.
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 allowthe 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 train-
ing 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 ashigh as fifteen ranks.
Cost by Profession: This section shows how much the Training
Package costs (in development points) for each profession.
l19
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ADVENTURER (L) Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
AMATEUR MAGE (L) - R R R R R R R Y - R -
ANAMARTAR (L) - - - - - Y - - - - - - - - - -
ANIMAL HANDLER (V) Y Y Y Y Y - Y Y Y Y Y -
ANIMAL FRIEND (L) Y Y Y Y R Y Y Y Y Y Y Y
APOTHECARY (V) - Y Y Y Y Y - - Y (Y) Y -
ARCHI TECT (V) - Y Y R Y Y - - Y - - -
ASTRONOMER (L) - Y Y Y Y Y Y - Y - - -
BEASTMASTER (L) Y - - - - - - - - - - - - - - - - -
BURGLAR (V) R Y Y Y - - Y - Y Y Y -
CI TY GUARD (V) - Y Y Y - - N - Y Y Y -
CLOISTEREDACADEMI C (L) - Y Y R Y Y N - Y - - -
CON MAN (V) R Y Y Y - - Y - Y Y Y -
CUT PURSE (V) - Y Y Y - - Y - Y Y Y -
CRAFTER (V) Y Y Y Y R Y Y Y Y (Y) Y Y
DWARVEN BERSERKER (L) - - - - - - - - - - - - - - - - - -
ESTEHILDI (L)* - - - - Y - - - - - Y -
EXPLORER (L) Y Y Y Y Y Y Y - Y Y Y Y
FARADRI MARAN (V) - - - - Y Y - - - - - - - - - -
FARMER (L) Y Y Y - - - Y - - Y Y -
FORTUNE TELLER (V) Y Y Y - Y - Y Y Y Y Y -
HEALER (V) Y Y Y - Y Y Y Y Y Y Y Y
HEALER (ORC) (V) - - - - - - - - - - - - - - - - - -
HERMI T (L) Y Y Y Y R Y Y R Y Y Y Y
HERBALIST (V) Y Y Y Y R Y Y Y Y (Y) Y Y
HUNTER (L) Y Y Y Y Y Y Y Y Y Y Y Y
I NNKEEPER (V) - Y Y Y - - Y - Y Y Y -
KINGS CORPS (V) - - - - Y - - - - - Y -
LABOURER (V) Y Y Y Y - - Y - Y Y Y -
LOREMASTER (V) - Y Y Y Y Y - - Y - Y Y
MAGIC CRAFTER (L) - - - - - - - - - - - - - - - - - -
ROYAL NAVY (MARINE) (V) - - - - Y - - - - - Y -
MERCENARY (L) - Y Y Y - Y Y Y Y Y Y -
MERCHANT (V) Y Y Y Y R Y Y Y Y (Y) Y -
MIDWIFE (V) Y Y Y Y Y - Y Y Y Y Y Y
NOBLE (L) - - - - Y Y - - - - - -
PERFORMER (V) Y Y Y Y - - Y Y Y Y Y -
FARADRI M FOROD (L) - - - - - Y - - - - - - - - - -
SAI LOR (V) - Y Y Y - - - - - Y Y -
SAGE (L) - Y Y R Y Y - - - Y - - Y - - - - -
SCOUT (V) Y Y Y Y - - Y Y Y Y Y Y
SCRIBE (V) - Y Y Y - Y - - Y - - -
SELLI NIENNAVA (L) - - - - - - - - - Y - -
SHAMAN PRIEST (MERP) (L) - - - - - - Y - Y - - Y
SKUIFTLAI KA Y - - - - - - - - - - - - - - - - -
SPY (V) - Y - R - Y Y - Y Y Y -
SOLDIER (V) - Y Y Y - - Y Y Y Y - -
SURGEON (V) - Y Y - Y Y - - Y (Y) - -
TERRITORIAL CORPS (V) - - - - - - - - - - - - - - Y - - -
T. CORPS (Reservists) (V) - - - - - - - - - - - - - - Y - - -
TRACKER (V) - - - - - - - - - - - - - - - - - -
TRAVELLER (V) Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
WANDERER (L) Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
WEAPON MASTER (L) R Y Y Y Y Y Y Y Y Y Y Y Y R R -
WOLFRIDER (L) - - - - - - - - - - - - - - - - - -
ZEALOT (L) R Y Y Y R R Y Y Y Y Y Y Y Y Y Y Y Y
Training Package specific to a Race/Cult ure.
available t o anyone if they have a back story as explanat ion.
TRAINING PACKAGES BY CULTURE
- not al lowed for thi s cult ure, un-
l ess permit ted by t he GM. You
shoul d pr ovi de a back story t o
expl ain how you gai ned t he t rai n-
i ng package.
Y training package al lowed.
R this t raini ng package is rare i n
t his cult ure.
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ADVENTURER (L) Y Y Y Y Y Y R
AMATEUR MAGE (L) Y Y Y Y - Y -
ANAMARTAR (L) - - - - - - - - - - - - -
ANIMAL HANDLER (V) Y Y Y Y Y Y Y
ANIMAL FRIEND (L) Y Y Y Y Y Y Y
APOTHECARY (V) - - - - - - Y
ARCHITECT (V) Y Y Y Y Y Y Y
ASTRONOMER (L) Y Y Y Y - Y -
BEASTMASTER(L) - - - - - - - - - - - - -
BURGLAR(V) Y Y Y Y - - Y
CITYGUARD (V) Y Y Y Y Y Y Y
CLOISTERED ACADEMIC (L) Y Y Y Y Y Y R
CON MAN (V) Y Y Y Y Y - Y
CUT PURSE (V) Y Y Y Y - - Y
CRAFTER(V) Y Y Y Y Y Y Y
DWARVEN BERSERKER (L) - - - - - - - - - - - - -
ESTEHILDI (L) - - - - - - - - - - -- - -
EXPLORER (L) Y Y Y Y Y Y R
FARADRIMARAN (V) - - - - - - - - - - -- - -
FARMER(L) Y Y Y Y Y - Y
FORTUNETELLER (V) Y Y Y Y Y Y Y
HEALER (V) Y Y Y Y Y Y Y
HEALER (ORC) (V) - - - - - - - - -
HERMIT (L) Y Y Y Y Y Y Y
HERBALIST (V) Y Y Y Y Y Y Y
HUNTER (L) Y Y Y Y Y Y Y
KINGS CORPS (V) - - - - - - - - - - - -- -
INNKEEPER (V) Y Y Y Y Y - Y
LABOURER(V) Y Y Y Y Y Y Y
LOREMASTER (V) Y Y Y Y Y Y R
MAGIC CRAFTER(L) Y Y Y Y Y - -
ROYALNAVY (MARINE) (V) - - - - - - - - - - - - -
MERCENARY (L) Y Y Y Y Y Y -
MERCHANT (V) Y Y Y Y Y Y Y
MIDWIFE (V) - - - - - - Y
PERFORMER (V) Y Y Y Y Y Y Y
FARADRIM FOROD (L) Y Y Y Y - - - - - - - - -
SAILOR (V) Y Y Y Y - - -
SAGE (L) Y Y Y Y Y Y R
SCOUT (V) Y Y Y Y Y Y Y
SCRIBE (V) Y Y Y Y Y Y Y
SELLI NIENNAVA(L) - - - - - - - - - - - - -
SHAMAN PRIEST (MERP) (L) - - - - - - -
SKUIFTLAIKA - - - - - - - - - - - - -
SPY (V) Y Y Y Y - Y R
SOLDIER (V) Y Y Y Y Y Y -
SURGEON (V) - - - - - - Y
TERRITORIAL CORPS (V) - - - - - - - - - - - - -
T. CORPS (Reservi sts) (V) - - - - - - - - - - - - -
TRACKER (V) - - - - - - - - -
TRAVELLER (V) Y Y Y Y Y Y Y Y Y Y Y Y Y
WANDERER (L) Y Y Y Y Y Y R
WEAPON MASTER(L) Y Y Y Y Y Y R
WOLFRIDER(L) - - - - - - - - - -- - - -
ZEALOT (L) - - - Y - Y Y
TRAINING PACKAGES BY CULTURE
l3l
^DVCN1OkCk ,ll
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 toAcquire: 24 months
StartingMoney: 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 Awarenessskill category.........................................................1
Attunement......................................................................................1
Technical/Trade General skill category...........................................1
First Aid...........................................................................................1
Stat Gains: choice of two different stats.
COST BY PROFESSION
Barbarian 36
Fighter 36 Thief 34
Rogue 34 Layman 36
Essence Alchemist 45 Magician 46
Animist 41 ChannellingAlchemist 45
Lay Healer 43 Sorcerer 46
Astrologer 44 Seer 40
Bard 37 Ranger 35
Drughn 36 Kekhavra 41
Vacavra 43 Wegech 41
^O^1COk O^C ,ll
The Amateur Mage studies magic in his off-time. He is
intrigued bythe powers of magic and wants to knowmore.
Time toAcquire: 53 months
StartingMoney: 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 Awarenessskill 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 PROFESSION
Barbarian 52
Fighter 51 Thief 47
Rogue 46 Layman 37
Essence Alchemist 26 Magician 26
Animist 28 ChannellingAlchemist 28
Lay Healer 28 Sorcerer 28
Astrologer 28 Seer 27
Bard 32 Ranger 37
Drughn 34 Kekhavra 28
Vacavra 28 Wegech 27
^NlO^l H^NDlCk ,Vl
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 animalsasa hobby.
Time to Acquire: 37 months
Starting Money: Normal
Special:
Prominent scar from animal encounter.........................................30
CagedWolf (GreyWolf, Red Wolf, White Wolf,
Dire Wolf. GMchoice).................................................................30
CagedWild Cat (Chetmoig, Fishing Cat,
Cliff Lion, Grass Cat, HighlandLynx,
Spotted Lion, Unca. GMchoice)..................................................30
CagedOwl (BarrowOwl, Short-eared Owl,
Barn Owl. GMchoice)..................................................................40
CagedFerret..................................................................................40
Lasso, net, and thick gloves..........................................................50
CagedLizard.................................................................................40
CagedBat......................................................................................40
Grooms Box: 2 brushes, hoof pick etc........................................50
CagedRat......................................................................................50
Basket with snake (Coireal, EgilsViper, GreenAsp, Marsh
Adder, Nethair, Nethair Erdyr, Nethraich, Otrovativi, Rock
Viper, ShakingAsp, Zamkavi. GMchoice).................................20
Bag of dried fruit...........................................................................50
Leash with harness........................................................................50
CagedPigeons (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
l32
CC:1 h ikCC::lCN
Barbarian 11
Fighter 11 Thief 18
Rogue 11 Layman 18
Essence Alchemist 23 Magician 23
Animist 11 ChannellingAlchemist 23
Lay Healer 23 Sorcerer 23
Astrologer 23 Seer 23
Bard 18 Ranger 11
Drughn 18 Kekhavra 11
Vacavra 23 Wegech 23
^NlO^l klCND ,ll
Generally a loner, except for his animal friends, this type of
character spends a great deal of time in the wilderness.
Time toAcquire: 102 months
StartingMoney: 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 dogfriend (mutt)................................................................0
Category or Skill # of ranks
Outdoor Environmental skill category.............................................2
choice of up to twoskills..................................................... 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 PROFESSION
Barbarian 25
Fighter 28 Thief 28
Rogue 25 Layman 30
Essence Alchemist 41 Magician 39
Animist 27 ChannellingAlchemist 39
Lay Healer 40 Sorcerer 40
Astrologer 37 Seer 37
Bard 30 Ranger 24
Drughn 29 Kekhavra 27
Vacavra 36 Wegech 39
^iC1HCC^k ,OCkil ,Vl
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 toAcquire: 27 months
StartingMoney: normal
Special:
Book (+15 Poison Lore) ...............................................................50
Book (+15 Herb Lore)..................................................................50
d10 Concussion herbs...................................................................30
d10 Circultaryherbs......................................................................30
d10 Poison herbs...........................................................................30
d10 intoxicants..............................................................................50
Teacher who can provide accessto either
Physicks (mentalismtraining 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 PROFESSION
Barbarian 31
Fighter 29 Thief 29
Rogue 29 Layman 29
Essence Alchemist 29 Magician 31
Animist 31 ChannellingAlchemist 29
Lay Healer 31 Sorcerer 31
Astrologer 31 Seer 31
Bard 29 Ranger 29
Drughn 31 Kekhavra 31
Vacavra 31 Wegech 31
^kCHl1CC1 ,Vl
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 animportant structure.....................................................50
Draft of animportant 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 fromeither
Engineering and/or Labor Organization..............................2 (total)
Stat Gains: none
PROFESSION
Barbarian 11
l33
Fighter 26 Thief 26
Rogue 26 Layman 26
Essence Alchemist 25 Magician 25
Animist 25 ChannellingAlchemist 25
Lay Healer 25 Sorcerer 25
Astrologer 25 Seer 25
Bard 25 Ranger 26
Drughn 18 Kekhavra 11
Vacavra 23 Wegech 25
^N^O^k1^k ,ll
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 toAcquire: 120 months
StartingMoney: 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
VIPcontact in Annuminas/Fornost Erain.......................................0
Category or Skill # of ramks
Communicationsskill 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: Onlyavailable to characters fromthe realm
of Arthedain (Circa SA3320 - TA1974)
COST BY PROFESSION
Barbarian 51
Fighter 48 Thief 48
Rogue 48 Layman 44
Essence Alchemist 45 Magician 46
Animist 45 ChannellingAlchemist 45
Lay Healer 44 Sorcerer 45
Astrologer 40 Seer 37
Bard 37 Ranger 47
Drughn 49 Kekhavra 47
Vacavra 47 Wegech 47
^:1kCNCOCk ,ll
The Astronomer studies the stellar, lunar, and solar cycles and
links their passage to daily occurrences. An Astronomer is not
content just to study and predict these cycles. Atrue astronomer
seeks to knowwhy the cycles work the way they do. They strive to
learn the secrets of heaven so they can understand the earth. The
Astronomers constant study and focus tend to make him self-
absorded or too technical minded for easy conversation with non-
Astronomers.
Time to Acquire: 78 months
Starting Money: normal
Special:
Astrolabe (+15 non-magic toAstronomy/Navigation)................50
Star chart (+10 non-magic to Star Gazing)...................................50
Lodestone (+50 non-magic to Direction Sense)...........................50
Spyglass (+10non-magic to Observation)...................................30
Book (+10 non-magic toAstronomy)...........................................40
Book (+10 non-magic toAdvanced 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 PROFESSION
Barbarian 33
Fighter 34 Thief 34
Rogue 34 Layman 29
Essence Alchemist 27 Magician 29
Animist 25 ChannellingAlchemist 27
Lay Healer 29 Sorcerer 29
Astrologer 26 Seer 28
Bard 30 Ranger 27
Drughn 29 Kekhavra 25
Vacavra 27 Wegech 27
hC^:1O^:1Ck ,ll
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
l31
Aloyal animal friend-a riding beast (e.e., horse, camel, etc., GM
choice)...........................................................................................60
Acquainted with other lonersof the local wilderness..................60
Aloyal animal friend-a huntinganimal (e.g., wolf, tiger, lion etc.,
GMchoice....................................................................................50
Cloak (+5nmto Hiding outdoors)...............................................40
Boots (+5 nmtoStalking).............................................................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 RealmTPskill category.............................................0
Animal Bonding spell list...............................................................3
Subterfuge Stealth skill category.....................................................1
Hiding..............................................................................................1
Stalking............................................................................................1
category isSpells Other RealmTPif character does not use the
realm of mentalism. Use cost in brackets for non-spell user of a dif-
ferent realm.
Professional Qualifier: Beijabar only.
Lifestyle Skills: None
Stat Gains: Empathy
COST BY PROFESSION
Barbarian 33(40)
Fighter 35(42) Thief 37(45)
Rogue 34(41) Layman 39(45)
Essence Alchemist 47 Magician 46
Animist 36 ChannellingAlchemist 46
Lay Healer 45 Sorcerer 46
Astrologer 43 Seer 45
Bard 37 Ranger 35
Drughn 41 Kekhavra 32
Vacavra 42 Wegech 46
hOkl^k ,Vl
Aburglar 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 toAcquire: 33 months
StartingMoney: normal plus d10 (open-ended)
Special:
Stolen jewelry (worth10d10sp)...................................................50
Stolen gems (worth 10d10sp).......................................................50
Stolen piece of art (worth 10d10sp).............................................50
Lockpick kit (+10 non-magic)......................................................30
Disarmtrap kit (+10 non-magic)..................................................30
Reliable fencing contacts..............................................................20
Lockpicks and disarmtrap kit (+5 non-magic)..............................0
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 PROFESSION
Barbarian 24
Fighter 24 Thief 18
Rogue 21 Layman 25
Essence Alchemist 34 Magician 37
Animist 36 ChannellingAlchemist 36
Lay Healer 36 Sorcerer 37
Astrologer 37 Seer 34
Bard 27 Ranger 28
Drughn 32 Kekhavra 36
Vacavra 34 Wegech 34
Cl1 O^kD ,Vl
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
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 (GMassigned)................................................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 PROFESSION
Barbarian 21
l33
Fighter 19 Thief 21
Rogue 20 Layman 24
Essence Alchemist 32 Magician 39
Animist 32 ChannellingAlchemist 32
Lay Healer 34 Sorcerer 39
Astrologer 39 Seer 32
Bard 25 Ranger 24
Drughn 24 Kekhavra 32
Vacavra 32 Wegech 32
ClCl:1CkCD ^C^DCOlC ,ll
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.
Time toAcquire: 95 months
StartingMoney: normal
Special:
Patron (providesfinancial 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
Communicationsskill category..........................................................3
one written language.......................................................................3
Stat Gains: none
COST BY PROFESSION
Barbarian 33
Fighter 31 Thief 31
Rogue 30 Layman 27
Essence Alchemist 24 Magician 24
Animist 24 ChannellingAlchemist 24
Lay Healer 24 Sorcerer 24
Astrologer 22 Seer 21
Bard 23 Ranger 28
Drughn 28 Kekhavra 24
Vacavra 24 Wegech 24
CCN O^N ,Vl
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 toAcquire: 32 months
StartingMoney: normal +d10(open-ended)
Special:
Underworld contacts.................................................................... 30
Favour from an underworld figure...............................................20
Fake identification (+30 Duping).................................................20
Investment (2d10 sp per year)......................................................10
Fake identification (+15 Duping)..................................................0
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
Stat Gains: none
COST BY PROFESSION
Barbarian 22
Fighter 22 Thief 18
Rogue 18 Layman 22
Essence Alchemist 30 Magician 28
Animist 24 ChannellingAlchemist 29
Lay Healer 29 Sorcerer 29
Astrologer 28 Seer 28
Bard 19 Ranger 20
Drughn 24 Kekhavra 24
Vacavra 27 Wegech 28
CO1 iOk:C ,Vl
Aspecialized 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 PROFESSION
Barbarian 26
Fighter 23 Thief 14
Rogue 14 Layman 24
Essence Alchemist 44 Magician 37
l3o
Animist 33 ChannellingAlchemist 43
Lay Healer 39 Sorcerer 40
Astrologer 37 Seer 37
Bard 26 Ranger 24
Drughn 30 Kekhavra 33
Vacavra 37 Wegech 41
Ck^1Ck ,Vl
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 toAcquire: 28 months
StartingMoney: 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 twoskills..................................................... 2(total)
Craft skill category.............................................................................0
choice of up to three skills................................................... 3(total)
Stat Gains: none
COST BY PROFESSION
Barbarian 24
Fighter 24 Thief 24
Rogue 24 Layman 24
Essence Alchemist 24 Magician 24
Animist 24 ChannellingAlchemist 24
Lay Healer 24 Sorcerer 24
Astrologer 24 Seer 24
Bard 24 Ranger 24
Drughn 24 Kekhavra 24
Vacavra 24 Crafter 24
Du^kVCN hCk:CklCk ,ll
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 toAcquire: 116 months
StartingMoney: 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, +10OBvs. 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
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 Mediumskill 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
CC:1 h ikCC::lCN
Barbarian 39
Fighter 36 Thief 43
Rogue 40 Layman 45
Essence Alchemist 55 Magician 62
Animist 56 ChannellingAlchemist 57
Lay Healer 53 Sorcerer 61
Astrologer 59 Seer 55
Bard 46 Ranger 46
Drughn 43 Kekhavra 56
Vacavra 57 Wegech 55
C:1CHllDl ,ll
I swear by Est 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 Kings 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 froma 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
l31
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 campaignsfrom circa
SA3320 to FA.
CC:1 h ikCC::lCN
Barbarian 41
Fighter 41 Thief 41
Rogue 41 Layman 41
Essence Alchemist 41 Magician 41
Animist 41 ChannellingAlchemist 41
Lay Healer 41 Sorcerer 41
Astrologer 41 Seer 41
Bard 41 Ranger 41
Drughn 41 Kekhavra 41
Vacavra 41 Wegech 41
CilCkCk ,ll
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 toAcquire: 66 months
StartingMoney: normal
Special:
Weapon (+10 non-magic).............................................................40
Riding animal (GMs choice).......................................................40
Passage credit on a ship (GMs discretion)..................................40
d1Oherbs (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 twoskills..................................................... 2(total)
Technical/Trade General.................................................................3
First Aid...........................................................................................1
choice of up to twoskills..................................................... 2(total)
Stat Gains: constitution, choice of one other stat
CC:1 h ikCC::lCN
Barbarian 32
Fighter 32 Thief 31
Rogue 31 Layman 33
Essence Alchemist 38 Magician 39
Animist 36 ChannellingAlchemist 39
Lay Healer 37 Sorcerer 39
Astrologer 39 Seer 36
Bard 33 Ranger 32
Drughn 33 Kekhavra 36
Vacavra 37 Wegech 37
^k^DklO ^k^N ,Vl
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 termof 7 years of service to be considered.
Time to Acquire: 84 months
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-HEdged 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 OROrienteering..............................................................1
First Aid...........................................................................................1
Stat Gains: None.
Professional Qualifier: Only available to Dwarven, Elven, Human
l38
and Hobbit charactersplaying in campaigns from SA3320 toTA
1974.
CC:1 h ikCC::lCN
Barbarian 53
Fighter 54 Thief 53
Rogue 54 Layman 57
Essence Alchemist 69 Magician 74
Animist 64 ChannellingAlchemist 68
Lay Healer 68 Sorcerer 74
Astrologer 72 Seer 70
Bard 60 Ranger 57
Drughn 61 Kekhavra 64
Vacavra 67 Wegech 67
^k^DklO CkCD ,ll
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 notedin a popular history of the War
of the Ring, whereinAragorn 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 toAcquire: 120 months
StartingMoney: normal
Special:
Eresselen star-broach..................................................................100
Friend in ElvenWandering-Company..........................................20
Contact inEriadorian 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
Weaponskill 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 twoskills...............................................................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
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 campaignsset between the years TA
1974 to FA120.
COST BY PROFESSION
Barbarian 50
Fighter 51 Thief 53
Rogue 51 Layman 55
Essence Alchemist 65 Magician 71
Animist 61 ChannellingAlchemist 64
Lay Healer 64 Sorceror 71
Astologer 70 Seer 67
Bard 57 Ranger 54
Drughn 54 Kekhavra 61
Vacavra 62 Wegech 62
^kOCk ,ll
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 farmto seek hisfortune.
Time to Acquire: 95 months
Starting Money: normal
Special:
Superior farmimplument (+5 pitch, no-magic)...........................20
d10 Chickens.................................................................................50
Cow(+5Herding).........................................................................50
Simple map of local area..............................................................50
Riding beast (GMdiscretion).........................................................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
Cesc iae|.ss|e.
Barbarian 25
Fighter 26 Thief 30
Rogue 27 Layman 30
Essence Alchemist 40 Magician 41
Animist 29 ChannellingAlchemist 35
Lay Healer 39 Sorcerer 41
Astrologer 40 Seer 39
l39
Bard 31 Ranger 27
Drughn 29 Kekhavra 29
Vacavra 36 Wegech 33
Ck1ONC 1CllCk ,Vl
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 toAcquire: 40 months
StartingMoney: normal
Special:
Knowledge of unexplained portent/prophecy
concerning a personor 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 Awarenessskill category.........................................................3
Divinations......................................................................................3
Professional Qualifier: none
Lifestyle Skills: none
Stat Gains: none
CC:1 h ikCC::lCN
Barbarian 35
Fighter 35 Thief 29
Rogue 31 Layman 27
Essence Alchemist 20 Magician 20
Animist 18 ChannellingAlchemist 21
Lay Healer 24 Sorcerer 24
Astrologer 21 Seer 17
Bard 22 Ranger 27
Drughn 24 Kekhavra 18
Vacavra 21 Wegech 21
HC^lCk ,Vl
Ahealer 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.
Time toAcquire: 18 months
StartingMoney: normal
Special:
2d10 Concussion Repair herbs.....................................................50
d10 Poison antidotes.....................................................................30
d1OBurn/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
CC:1 h ikCC::lCN
Barbarian 21
Fighter 21 Thief 21
Rogue 21 Layman 21
Essence Alchemist 21 Magician 21
Animist 21 ChannellingAlchemist 21
Lay Healer 21 Sorcerer 21
Astrologer 21 Seer 21
Bard 21 Ranger 21
Drughn 21 Kekhavra 21
Vacavra 21 Wegech 21
HC^lCk ,CkCl ,Vl
Contrary to popular opinion of orkish healers, they are very
accoplished at what they do. Its just that they dont 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
Starting Money: normal
Special:
d10 Concussion Repair herbs.......................................................50
d10 Circulatory Repair herbs........................................................40
d10 General Purpose herbs...........................................................40
Good medical kit (+10 nm First, SecondAid).............................40
1 Organ Repair herb......................................................................30
1-4 Muscle/Cartlage Repair herbs................................................30
Medical kit (+5 nmFirst, 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.
CC:1 h ikCC::lCN
Barbarian 27
loO
Fighter 27 Thief 27
Rogue 27 Layman 27
Essence Alchemist 27 Magician 27
Animist 27 ChannellingAlchemist 27
Lay Healer 27 Sorcerer 27
Astrologer 27 Seer 27
Bard 27 Ranger 27
Drughn 27 Kekhavra 27
Vacavra 27 Wegech 27
HCkOl1 ,ll
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 toAcquire: 130 months
StartingMoney: normal or none (GM discretion)
Special:
Bound by a vow(e.g., chastity, poverty etc)................................40
One weeksworth of preserved foodstuffs...................................50
2d10 silver pieces (contributions fromwanderers).....................50
Afine gift froma passerby (worth 10d10 silver pieces)............20
An animal companion (GMchoice).............................................40
Respected/feared/avoided by local populace (GMdiscretion)...40
Respected by a notable in the region (a noble, a wizard, etc.)...20
Nothingparticularly special (GMchoice)......................................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)
Professional Qualifier: none
Lifestyle Skills:none
Stat Gains: Self Discipline, Constitution
CC:1 h ikCC::lCN
Barbarian 29
Fighter 33 Thief 34
Rogue 33 Layman 34
Essence Alchemist 46 Magician 46
Animist 38 ChannellingAlchemist 41
Lay Healer 42 Sorcerer 45
Astrologer 41 Seer 41
Bard 35 Ranger 31
Drughn 31 Kekhavra 38
Vacavra 41 Wegech 40
HCkh^ll:1 ,Vl
Aherbalist 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 PROFESSION
Barbarian 20
Fighter 24 Thief 24
Rogue 24 Layman 24
Essence Alchemist 27 Magician 27
Animist 20 ChannellingAlchemist 24
Lay Healer 27 Sorcerer 27
Astrologer 24 Seer 27
Bard 24 Ranger 20
Drughn 20 Kekhavra 20
Vacavra 24 Wegech 24
HON1Ck ,ll
The Hunter is at home in the wilds. He ventures into the
civilized areas only to buy supplies and sell his pelts.
Time to Acquire: 18 months
Starting Money: normal +d10 (open-ended)
Special:
d10Animal Pelts (d10 sps each)...................................................50
d10Animal Pelts (d10 sps each)...................................................50
d10Animal 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
lol
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
COST BY PROFESSION
Barbarian 30
Fighter 34 Thief 30
Rogue 30 Layman 35
Essence Alchemist 46 Magician 47
Animist 33 ChannellingAlchemist 44
Lay Healer 46 Sorcerer 47
Astrologer 45 Seer 43
Bard 35 Ranger 28
Drughn 32 Kekhavra 33
Vacavra 41 Wegech 45
lNNlCCiCk ,Vl
An Innkeeper is aperson that runs and manages an establish-
ment 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 toAcquire: 28 months
StartingMoney: 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
CC:1 h ikCC::lCN
Barbarian 31
Fighter 29 Thief 27
Rogue 27 Layman 28
Essence Alchemist 29 Magician 29
Animist 30 Channelling Alchemist 29
Lay Healer 29 Sorcerer 29
Astrologer 29 Seer 29
Bard 27 Ranger 29
Drughn 30 Kekhavra 30
Vracara 29 Wegech 25
llN: CCki: ,Vl
The Kings Corps; is an elite mobile force that can be quickly
deployed. Formally founded inT.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 Kings Corps are the prime instrument of Gondors 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 KingsCorps..................................................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 Mediumcategory..................................................................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-HEdged (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 PROFESSION
Barbarian 47
Fighter 45 Thief 49
Rogue 47 Layman 40
Essence Alchemist 57 Magician 65
Animist 59 ChannellingAlchemist 59
Lay Healer 57 Sorcerer 65
Astrologer 64 Seer 61
lo2
Bard 52 Ranger 50
Drughn 49 Kekhavra 59
Vracara 59 Wegech 58
l^hCOkCk ,Vl
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 toAcquire: 14 months
StartingMoney: normal
Special:
Tools (+5 non-magic to crafts skill).............................................30
Tools (appropriate toa 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
CC:1 h ikCC::lCN
Barbarian 11
Fighter 11 Thief 16
Rogue 13 Layman 15
Essence Alchemist 25 Magician 27
Animist 20 Channelling Alchemist 21
Lay Healer 25 Sorcerer 28
Astrologer 28 Seer 25
Bard 18 Ranger 15
Drughn 15 Kekhavra 20
Vracara 23 Wegech 17
lCkCO^:1Ck ,Vl
The perpetual scholar. The Loremaster studies, constantly
striving to knowall there is to know. Some Loremasters specialize
in areas of knowledge; while others are diverse, knowing little bits
about lots of things.
Time toAcquire: 40 months
StartingMoney: normal
Special:
Book (+20 toa specific lore skill)................................................50
Book (+15 toa specific lore skill)................................................40
Book (+10 toa 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 twoskills..................................................... 3(total)
Stat Gains: none
CC:1 h ikCC::lCN
Barbarian 30
Fighter 30 Thief 28
Rogue 27 Layman 24
Essence Alchemist 19 Magician 19
Animist 22 ChannellingAlchemist 22
Lay Healer 22 Sorcerer 22
Astrologer 21 Seer 18
Bard 18 Ranger 24
Drughn 24 Kekhavra 22
Vracara 22 Wegech 22
O^lC Ck^1Ck ,ll
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
accessto the training package spell lists tohelp in their trade.
Time to Acquire: 72 months
Starting Money: normal +d10 (open-ended)
Special:
Spell adder (+1).............................................................................30
DailyI item....................................................................................30
Exceptional crafted work (10d10sp)...........................................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 RealmTPList 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 PROFESSION
Barbarian 35
Fighter 35 Thief 34
Rogue 34 Layman 33
Essence Alchemist 27 Magician 27
Animist 28 ChannellingAlchemist 28
Lay Healer 28 Sorceror 28
Astologer 28 Seer 28
Bard 30 Ranger 31
Drughn 30 Kekhavra 28
Vracara 28 Wegech 27
kC^l N^V ,O^klNCl ,Vl
The marines that serve in Gondors navy or fight on behalf of
the Crown take pride in their skills. Many laboured as seamen
before officially entering the profession. Although essentially
lo3
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 newthreat, the Corsairs of Umbar.
Time toAcquire: 84 months
StartingMoney: 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/ships officer.......................................................40
Rankingcontact 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-HEdgedskill category...................................................2
Broadsword.....................................................................................2
Weapon Missile skill category.........................................................2
Composite Bow...............................................................................2
Stat Gains: None
Professional Qualifier: Gondorian citizens only.
COST BY PROFESSION
Barbarian 47
Fighter 38 Thief 45
Rogue 43 Layman 46
Essence Alchemist 55 Magician 62
Animist 55 ChannellingAlchemist 56
Lay Healer 55 Sorceror 62
Astologer 61 Seer 58
Bard 50 Ranger 46
Drughn 46 Kekhavra 55
Vracara 56 Wegech 55
OCkCCN^k ,ll
A mercenary is an independent soldier who works for the
highest paying employer. Most armies have at least a fewmercenar-
ies 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.
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 frommilitary figure..........................................................50
Favour frommilitary 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 PROFESSION
Barbarian 36
Fighter 34 Thief 40
Rogue 37 Layman 41
Essence Alchemist 51 Magician 56
Animist 49 ChannellingAlchemist 49
Lay Healer 52 Sorceror 56
Astologer 55 Seer 52
Bard 44 Ranger 42
Drughn 40 Kekhavra 49
Vracara 50 Wegech 51
OCkCH^N1 ,Vl
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
Merchants 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)
lo1
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 PROFESSION
Barbarian 27
Fighter 25 Thief 25
Rogue 25 Layman 22
Essence Alchemist 21 Magician 21
Animist 21 ChannellingAlchemist 21
Lay Healer 21 Sorceror 21
Astologer 18 Seer 18
Bard 19 Ranger 24
Drughn 24 Kekhavra 21
Vracara 21 Wegech 21
OlDulC ,Vl
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 toAcquire: 15 months
StartingMoney: 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
NothingSpecial...............................................................................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
Stat Gains: none
COST BY PROFESSION
Barbarian 18
Fighter 18 Thief 18
Rogue 18 Layman 18
Essence Alchemist 18 Magician 18
Animist 18 ChannellingAlchemist 18
Lay Healer 18 Sorceror 18
Astologer 18 Seer 18
Bard 18 Ranger 18
Drughn 18 Kekhavra 18
Vracara 18 Wegech 18
NChlC ,ll
Nobles are members of the ruling class. They are raised from
birth to be leaders and administrators. However, not all nobles rule-
there are many minor nobles (2nd, 3rd, 4th sons) that do not own or
control lands or money.
Time toAcquire: 88 months
StartingMoney: normal + d10 (open-ended)
Special:
Royal Patron..................................................................................30
Favour From Royalty....................................................................20
Favour FromAn 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 PROFESSION
Barbarian 24
Fighter 25 Thief 26
Rogue 25 Layman 26
Essence Alchemist 28 Magician 28
Animist 27 ChannellingAlchemist 28
Lay Healer 28 Sorceror 28
Astologer 27 Seer 27
Bard 25 Ranger 25
Drughn 27 Kekhavra 27
Vracara 28 Wegech 26
iCkCkOCk ,Vl
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)
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
COST BY PROFESSION
Barbarian 32
Fighter 29 Thief 28
Rogue 28 Layman 26
Essence Alchemist 28 Magician 27
lo3
Animist 27 ChannellingAlchemist 28
Lay Healer 27 Sorceror 27
Astologer 23 Seer 23
Bard 17 Ranger 29
Drughn 29 Kekhavra 27
Vracara 27 Wegech 25
:^llCk ,Vl
Asailor 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 toAcquire: 28 months
StartingMoney: 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 twoskills.............................................................. 2(total)
Outdoor Environmental skill category.............................................1
choice of Star Gazing or Weather Watching..................................1
Technical/Trade General..................................................................1
Orienteering.....................................................................................1
Stat Gains: none
COST BY PROFESSION
Barbarian 19
Fighter 20 Thief 19
Rogue 19 Layman 20
Essence Alchemist 26 Magician 24
Animist 22 ChannellingAlchemist 25
Lay Healer 24 Sorceror 24
Astologer 23 Seer 24
Bard 20 Ranger 18
Drughn 20 Kekhavra 22
Vracara 23 Wegech 23
:^C ,ll
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 toAcquire: 171 months
StartingMoney: 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 (GMdiscretion)..30
Consulted by one or more personages of importance in local
region............................................................................................20
Writing implementsand a journal ..................................................0
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 RealmTPskill category..............................................0
Delving spell list ............................................................................3
Knowledge Mastery spell list .........................................................3
category is Spells Other Realm TPif character doesnot use the
realm of Mentalism. Use cost in brackets for non-spell user of a dif-
ferent realm.
Professional Qualifier: none
Lifestyle Skills: none
Stat Gains: none
COST BY PROFESSION
Barbarian 51(55)
Fighter 51(55) Thief 50(54)
Rogue 50(54) Layman 48(53)
Essence Alchemist 43 Magician 45
Animist 45 ChannellingAlchemist 45
Lay Healer 39 Sorceror 45
Astologer 38 Seer 36
Bard 42 Ranger 50
Drughn 50 Kekhavra 39
Vracara 39 Wegech 45
:CCO1 ,Vl
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 (GMs discretion).......................................................0
loo
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 twoskills..................................................... 2(total)
Awareness Searching skill category.................................................4
Observation.....................................................................................2
Read Tracks.....................................................................................1
Tracking..........................................................................................1
Weaponskill category (choice)..........................................................1
choice of one skill...........................................................................1
Stat Gains: none
COST BY PROFESSION
Barbarian 21
Fighter 24 Thief 23
Rogue 21 Layman 27
Essence Alchemist 34 Magician 37
Animist 22 ChannellingAlchemist 30
Lay Healer 35 Sorceror 37
Astologer 32 Seer 30
Bard 27 Ranger 18
Drughn 24 Kekhavra 22
Vracara 30 Wegech 33
:CklhC ,Vl
AScribe 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 toAcquire: 45 months
StartingMoney: 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
Communicationsskill category..........................................................2
choice of one written language.......................................................5
Stat Gains: Memory
COST BY PROFESSION
Barbarian 34
Fighter 31 Thief 31
Rogue 31 Layman 29
Essence Alchemist 32 Magician 32
Animist 31 ChannellingAlchemist 31
Lay Healer 29 Sorceror 31
Astologer 29 Seer 27
Bard 26 Ranger 31
Drughn 31 Kekhavra 31
Vracara 31 Wegech31
:Clll NlCNN^V^ ,ll
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
Starting Money: normal
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 RealmOpen/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 realmof Channelling. Use cost in brackets for non-spell
users of a different realm.
choose fromConcussions Ways, Purifications, Muscle Law,
Nerve Law, Organ Law
Stat Gains: Intuition.
Professional Qualifiers: Female characters only.
CC:1 h ikCC::lCN
Barbarian 48(59)
Fighter 47(58) Thief 45(57)
Rogue 43(54) Layman 40(50)
Essence Alchemist 40 Magician 40
Animist 36 ChannellingAlchemist 36
Lay Healer 40 Sorcerer 36
Astrologer 36 Seer 40
Bard 48 Ranger 39
Drughn 39 Kekhavra 36
Vracara 36 Wegech 36
:H^O^N iklC:1 ,OCkil ,ll
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.
lo1
Time toAcquire: 69 months
StartingMoney: normal
Special:
DivinationAid (+15 nmto Divination)........................................50
Large animal companion (GMs 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 (GMs choice)......................................40
DivinationAid (+5nm to Divination)............................................0
Category or Skill # of ranks
Outdoor Animal skill category.........................................................3
choice of up to four skills.................................................... 3(total)
Spells Own RealmOpen List skill category....................................0
choice of one list.................................................................. 2(total)
Power Awarenessskill category......................................................2
Divination............................................................................. 2(total)
Influence skill category......................................................................1
choice of one skill...........................................................................1
Lore General skill category..............................................................2
choice of up to twoskills..................................................... 2(total)
Stat Gains: Intuition, Presence
Professional Qualifier: Channelingusers only.
COST BY PROFESSION
Barbarian 47
Fighter 46 Thief 43
Rogue 40 Layman 35
Essence Alchemist 30 Magician 30
Animist 28 ChannellingAlchemist 31
Lay Healer 31 Sorceror 31
Astologer 31 Seer 31
Bard 33 Ranger 34
Drughn 33 Kekhavra 28
Vracara 31 Wegech 29
:lOl1l^ll^k ,Vl
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 newform.
Time toAcquire: 15 months.
StartingMoney: 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 fromDistance 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 fromtaste, smell, sight or hearing)......2
Self Control skill category..................................................................4
Shape-changing...............................................................................4
Special Attacks skill category.............................................................0
Choose Bash, Grapple, Clawand/or Bite...........................4 (Total)
Stat Gains: Self Discipline.
Professional Qualifier: ABeijabar with the ability to change into a
bear.
COST BY PROFESSION
Barbarian 35
Fighter 36 Thief 35
Rogue 35 Layman 41
Essence Alchemist 56 Magician 55
Animist 53 ChannellingAlchemist 54
Lay Healer 51 Sorceror 55
Astologer 54 Seer 51
Bard 45 Ranger 39
Drughn 42 Kekhavra 53
Vracara 53 Wegech 55
:i ,Vl
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)
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 (worth10d10sp)...............................................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 PROFESSION
Barbarian 27
Fighter 28 Thief 23
Rogue 24 Layman 27
Essence Alchemist 43 Magician 39
Animist 33 ChannellingAlchemist 41
Lay Healer 42 Sorceror 41
Astologer 38 Seer 37
Bard 26 Ranger 25
Drughn 31 Kekhavra 33
Vracara 38 Wegech 40
:ClDlCk ,Vl
In almost every culture there is a professional warrior; whose
job is to protect the peoples of that culture. If a promotion is gained
lo8
(in the Special section), the character has been promoted in the
ranks (more promotions equate to higher ranks).
Time toAcquire: 26 months
StartingMoney: 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 rankingofficer......................................................20
Promotion......................................................................................20
Promotion......................................................................................20
Promotion......................................................................................20
Promotion......................................................................................20
Promotion......................................................................................20
Nothingspecial ..............................................................................0
Category or Skill # of ranks
Weaponskill 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 PROFESSION
Barbarian 22
Fighter 20 Thief 27
Rogue 23 Layman 28
Essence Alchemist 38 Magician 50
Animist 36 ChannellingAlchemist 37
Lay Healer 39 Sorceror 50
Astologer 47 Seer 42
Bard 29 Ranger 28
Drughn 26 Kekhavra 36
Vracara 37 Wegech 36
:OkCCN ,Vl
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.; car-
penters, buthchers, barbers, retired soldiers.
Time toAcquire: 18 months
StartingMoney: normal
Special:
Acollection of sharp knives.........................................................50
Nothingspecial ..............................................................................0
Category or Skill # of ranks
Science/Analtic Specialized.............................................................0
Anatomy..........................................................................................2
Technical/Trade Professional...........................................................0
Second Aid......................................................................................2
Surgery............................................................................................2
Stat Gains: none
COST BY PROFESSION
Barbarian 31
Fighter 29 Thief 29
Rogue 29 Layman 29
Essence Alchemist 24 Magician 26
Animist 26 ChannellingAlchemist 26
Lay Healer 26 Sorceror 26
Astrologer 26 Seer 26
Bard 27 Ranger 27
Drughn 27 Kekhavra 26
Vracara 26 Wegech 26
1Ckkl1Ckl^l CCki: ,Vl
Each lord or govenor (except Anrien, 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(+ 10non-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
RigidLeather...................................................................................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 PROFESSION
Barbarian 24
Fighter 22 Thief 29
Rogue 26 Layman 30
Essence Alchemist 45 Magician 55
Animist 41 ChannellingAlchemist 43
Lay Healer 45 Sorceror 55
Astologer 53 Seer 49
Bard 34 Ranger 31
Drughn 29 Kekhavra 41
Vracara 43 Wegech 41
1Ckkl1Ckl^l CCki:
lo9
,kC:CkVl:1:l ,Vl
Each lord or govenor (except Anrien, 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 fewmonthe each year, practising their skills during free time from
their normal occupation.
Time toAcquire: 10 months
StartingMoney: 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 rankingofficer......................................................20
Nothingspecial ..............................................................................0
Category or Skill # of ranks
Weapon1-HEdged skill category......................................................1
choice of Short Sword or Broadsword...........................................1
WeaponMissile 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
professional Qualifier: Gondoriansonly.
COST BY PROFESSION
Barbarian 18
Fighter 17 Thief 21
Rogue 20 Layman 22
Essence Alchemist 29 Magician 46
Animist 29 ChannellingAlchemist 29
Lay Healer 29 Sorceror 46
Astologer 43 Seer 37
Bard 25 Ranger 23
Drughn 21 Kekhavra 29
Vracara 29 Wegech 30
1k^ClCk ,Vl
Trackers are Orc scouts. They are highly trained at reconnais-
sance, ambush and infiltration. They are are trained at developing
their sense of smell.
Time toAcquire: 40 months
StartingMoney: 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 (+5Hiding non-magic).......................................................30
Boots (+5 Stalking non-magic).....................................................30
Melee weapon (+5 non-magia).......................................................0
Category or Skill # of ranks
Weaponskill category (choice)..........................................................1
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
Stat Gains: none
Professional Qualifier: half-orcs, orcs and Uruk-hai only.
COST BY PROFESSION
Barbarian 29
Fighter 37 Thief 29
Rogue 31 Layman 39
Essence Alchemist 52 Magician 53
Animist 45 ChannellingAlchemist 51
Lay Healer 52 Sorceror 53
Astologer 51 Seer 50
Bard 47 Ranger 34
Drughn 47 Kekhavra 45
Vracara 50 Wegech 51
1k^VCllCk ,Vl
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 (GMs discretion).....................................................30
Simple mapof 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 PROFESSION
Barbarian 12
Fighter 13 Thief 12
Rogue 11 Layman 14
Essence Alchemist 23 Magician 20
Animist 13 ChannellingAlchemist 21
Lay Healer 20 Sorceror 20
Astologer 18 Seer 18
l1O
Bard 14 Ranger 11
Drughn 14 Kekhavra 13
Vracara 18 Wegech 19
u^NDCkCk ,ll
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.
Time toAcquire: 95 months
StartingMoney: normal
Special:
Weather-resistant clothing............................................................80
Riding beast (GMs discretion)....................................................40
Cloak (+5Hiding).........................................................................30
Boots (+5 Stalking).......................................................................30
Simple mapof 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
Communicationsskill category..........................................................3
choice of up to three skills................................................... 3(total)
Stat Gains: Constitution
COST BY PROFESSION
Barbarian 31
Fighter 31 Thief 30
Rogue 29 Layman 29
Essence Alchemist 35 Magician 34
Animist 28 ChannellingAlchemist 33
Lay Healer 34 Sorceror 34
Astologer 29 Seer 31
Bard 28 Ranger 28
Drughn 30 Kekhavra 28
Vracara 31 Wegech 32
uC^iCN O^:1Ck ,ll
Aweapon 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 toAcquire: 95 months
StartingMoney: 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
Weaponskill category #1...................................................................5
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
Stat Gains: Strength, Agility
COST BY PROFESSION
Barbarian 43
Fighter 38 Thief 49
Rogue 47 Layman 50
Essence Alchemist 63 Magician 73
Animist 60 ChannellingAlchemist 64
Lay Healer 65 Sorceror 73
Astologer 73 Seer 70
Bard 56 Ranger 53
Drughn 49 Kekhavra 60
Vracara 60 Wegech 61
Note: No more than tworanks may be allocated to anyone weapon
skill.
uClklDCk ,ll
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 GMchoice 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 Mediumskill 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 PROFESSION
Barbarian 35
l1l
Fighter 31 Thief 41
Rogue 35 Layman 42
Essence Alchemist 55 Magician 60
Animist 53 ChannellingAlchemist 55
Lay Healer 54 Sorceror 60
Astologer 59 Seer 56
Bard 46 Ranger 42
Drughn 41 Kekhavra 53
Vracara 55 Wegech 55
C^lC1 ,ll
Azealot is a fanatic for a religion. They are generally enthusi-
astic, but not necessarily aggressive.
Time toAcquire: 73 months
StartingMoney: 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
Communicationsskill 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 PROFESSION
Barbarian 29
Fighter 27 Thief 28
Rogue 28 Layman 27
Essence Alchemist 28 Magician 32
Animist 30 ChannellingAlchemist 30
Lay Healer 30 Sorcerer 32
Astologer 30 Seer 28
Bard 24 Ranger 29
Drughn 28 Kekhavra 30
Vracara 30 Wegech 27
l12
l13
FINAL CHARACTER PREPARATION
COk CH^k^C1Ck: ^C
Your characters minimum starting age is sixteen plus the
months required for any training packages that he starts with. He
canbe any age that is greater than his minimum. AGMmay 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.
Gimtothraim, 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 monthsrequired for any starting package.
CO1l11lN
Your character automatically begins the game with the equip-
ment and money listed below.
Up to two normal weapons of your choice (in addition to any spe-
cial 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 -10or higher.
Clothes (including cloak and boots), scabbards for your weapons,
a weapon belt, belt pouch, and normal personal effects.
Any equipment and money (or its equivalent in belongings, as
suggested in the culture descriptions) from spending talent points.
Any equipment and money (or its equivalent in belongings, as
suggested in the culture descriptions)gained through training
packages.
Any equipment purchased with your starting money.
Money (or its equivalent in belongings, as suggested in the cul-
ture 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 in-
crease it. This roll is modified as shown in the chart below.
FREEWEALTH ROLL MODIFICATION
Weal th Level Modificat ion
Very Poor............................................ +60
Poor. ................................................... +50
Normal................................................ +45
Ri ch. ................................................... +30
Very ri ch............................................. +10
1C1^llN 1HC hCNO:C:
At this point you must determine and total your bonuses for all
of your characters skills and other capabilities. In addition, you
should record that your character is 1st level and has 10,000
Experience points.
:1^1 hCNO:C:
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 tothat skill.
:llll hCNO:C:
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 skills bonus line of your Character Record Sheet.
:llll C^1CCk k^Nl hCNO:C:
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 inthat category).
ikCC::lCN^l hCNO:C:
Each profession receives bonuses for certain skill categories.
Record these bonuses in the profession Bonuses spaces of all skill
categories to which they apply.
l1CO hCNO:C:
Certain magic items provide bonuses to certain skills. Record
these bonuses on your Character Record Sheet.
:iCCl^l hCNO:C:
These bonuses can come from background options, spells,
equipment penalties, etc. Record these bonuses on your Character
Record Sheet.
STARTINGWEALTH CHART
Very Very
roll Poor Poor Normal Rich Rich
01-10 5ip 1tp 2tp 3cp 5bp
11-20 5tp 1cp 2cp 6bp 2sp
21-30 1cp 2cp 4cp 12bp 4sp
31-35 5cp 1bp 2bp 24bp 15sp
36-40 2bp 35cp 7bp 48bp 3gp
41-45 5bp 75cp 15bp 96bp 15gp
46-50 1sp 15bp 3sp 1gp spg* 30gp
51-55 15bp 25bp spg(5sp)* spg(15sp)* 60gp
56-60 2 sp 35bp spg(7sp)* 2gp 80gp
61-65 25bp 45bp 9sp 3gp spg(100gp)*
66-70 3sp 5sp 1gp 4gp 125gp
71-75 35bp 55bp 11sp 15gp 150gp
76-80 4sp 6sp 12sp 25gp 250gp
81-85 45bp 65bp 13sp 35gp pg(300gp)*
86-90 5sp 75bp 15sp 45gp pg(500gp)*
91-94 spg(5sp)* spg(75bp)* spg(15sp)* pg(50gp)* jw(700gp)*
95-97 spg(6sp)* spg(9sp)* spg(18sp)* pg(100gp)* jw(1000gp)*
98-99 jw(7sp)* jw(12sp)* jw(24sp)* jw(200gp)* jw(2500gp)*
100 jw(10sp)* jw(15sp)* jw(30sp)* jw(300gp)* jw(5000gp)*
: spg = semi-precios gem(s), pg = precious gem(s), jw = jewell ed object (s)
l11
1C1^llN 1HC hCNO:C:
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.
DCCN:lVC hCNO:
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 Bonusvs. 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 Bonusvs. 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)
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 activelyused)
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
Hl1:
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.
iCuCk iClN1:
You should record your Power Point Development skill bonus
in the space marked PPs.
CH^O:1lCN iClN1:
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
iH:lC^l ^iiC^k^NCC
Appearance ia a value (1-100) which gives a general idea of the
characters 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 (GMdiscretion).
Potential Appearance can rise or drop during play due to circum-
stances (e.g., scars, diseases, increases in Presence, etc.).
SKILL 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
ENCUMBRANCE CHART
%of characters weight
indead 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)
l13
CNCOOhk^NCC
You should total the dead weight of all of your characters
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 characters weight allowance, an
encumbrance penalty will result.
Encumbrance Penalty = -8 x truncated [10 x dead weight
characters weight]
OCVlN O^NCCOVkC iCN^l1
Each character has a Moving Manouevre Penalty that is added
to any moving manoeuvre rolls (see Section 25.0 RMSR). A
characters MMPis equal tothe sum of:
1) lesser of: 0
or (encumbrance penalty + 3 x St stat bonus)
2) lesser of: armours minimum manoeuvre mod.
or (armours maximum manoeuvre mod.) + (skill bonus
for the armour worn)
h^:C OCVCOCN1 k^1C
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 toarmour 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.).
:1klDC OCDllC^1lCN
The Base Movement Rate is modified for a characters 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).
:1^1 hCNO:
Acharacters Base Movement Rate may be increased due to his
Quickness. Base Movement Rate is modified by three times a
characters Quickness stat bonus.
uClH1 iCN^l1
Acharacters Base Movement Rate may be reduced due to the
amount of weight he carries and by the restictive nature of the
armour he wears. Acharacters 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 + 3x St bonus)
STRIDEMODIFICATION CHART
Height ModificationDue toStride
710 - 83 +20
74 - 79+15
610 - 73 +10
64 - 69 +5
510 - 63 0
54 - 59 -5
410 - 53 -10
44 - 49 -15
310 - 43 -20
34 - 39 -25
210 - 33 -30
24 - 29 -35
110 - 23 -40
l1o
l11
EQUIPMENT
ARMOR CHART
Item AT Cost Time Weight Note
Leather J erkin 5 1sp 1 day 7-12 lbs. A l eather vest-l ike cover ing wi thout arms and r eaching onl y to the wais t or mi d-
thi gh.
Ar m Gr eaves - 1sp 2 day s 2-3 lbs. Pr otects vers us arm cri ts.
Leg Greaves - 1sp 2 day s 3-4 lbs. Pr otects vers us leg cr its.
Leather Coat 6 6sp 6 day s 15-20 lbs. A l eather coat coveri ng the ar ms and mid-thi gh.
Rein. Leather Coat 7 9sp 2 weeks 17-25 lbs. A l eather coat coveri ng the ar ms and mid-thi gh, but with ri gid-leather s ections
or metal s ections sewn i n for reinforcement.
Rein. Ful l Lthr Coat 8 l1sp 16 day s 19-30 lbs. A r ei nforced l eather coat (as above) that cov ers to the lower leg.
Leather Br eastplate 9 45bp 4 day s 10-18 lbs. A r igid br eastplate covering the torso to mi d- thi gh and part of the upper arms.
Chai n Shi rt 13 15sp 3 weeks 15-25 lbs. A chain s hi rt cov er ing the tors o to mid-thigh and hal f of the upper arms.
Full Chain 15 65sp 2 months 35-50 lbs. Chai n mail coveri ng most of the body and legs in the form of a shirt and
leggi ng
Chai n Hauberk 16 55sp 35 day s 35-40 lbs. A full -l ength chain mail coat spli t from the waist in the front and back to
faci li tate movemet.
Lamel lar Shirt 13 11sp 2 weeks 17-27 lbs. A Sl eeveless shi rt mades from smal l r ectangul ar pl ates laced together, with
upward facing overl ays. Min. Manoeuvr e Mod -10, Max. Manoueuvre Mod. - 70,
Miss . Attack Penal ty 0, Ar mour Qu Penalty 5. Special - 5 DB vs . mel ee, +5 DB
vs.mis sil e
Lamel lar Hauberk 16 45sp 3 weeks 37-42 lbs. long coat that cov er s arms and l egs. Made from smal l rectangul ar plates laced
together, Whi ch are ar ranged i n upward faci ng overl ays in a verti cal ali gnment.
Min. Manoeuvr e Mod - 25, Max. Manoueuvre Mod. - 130, Mis s. Attack Penalty 20,
Armour Qu Penal ty 20. Speci al -5 DB vs. mel ee, +5 DB vs .mi ssi le
Breast pl ate 17 20sp 21 day s 20-30 lbs. A metal breastpl ate plus small er plates coveri ng the torso to mid-thigh and par t
of the upper arms.
Scale Shi rt 16 45sp 2 weeks 21-32 lbs. A s leev el ess shir t made of overlappi ng ov al or rounded square s cal es , Whi ch ar e
arr anged i n downward, overl apping staggered rows . Min. Manoeuv re Mod -25,
Max. Manoueuv re Mod. -70, Mi ss. Attack Penal ty 0, Armour Qu Penal ty 15.
Half Scal e 19 100sp 35 day s 50-70 lbs. Sl eeveless Scal e shirt worn over a chain mai l hauberk. Min. Manoeuvr e Mod -35,
Max. Manoueuv re Mod. -150, Mi ss. Attack Penal ty 20, Armour Qu Penal ty 35.
Target Shiel d - 35bp 3 day s 3-10 lbs. +20 v s. melee; +10 vs. mi ssi le.
Round Shield - 55bp 5 day s 10-20 lbs. +20 v er sus mel ee or missi le.
Oval Shield - 7sp 6 day s 13-30 lbs. +25 v er sus mel ee or missi le.
Wall Shi el d - 9sp 7 day s 30-50 lbs. +30 v s. melee; +40 vs. mi ssi le.
Leather Hel met - 15bp 1 day 1-2 lbs. Padded skullcap.
Super. Leather Hel m - 25bp 1.5 day s 1.5-2.5 lbs. Rei nforced metal /l eather.
Plate Helm - 35bp 1 day 1.5-3 lbs. Interlocking, overl apping plates.
Pot Hel m - 4sp 3 day s 1.5-3 lbs. Rei nforced metal skul lcap.
Full Helm - 9sp 8 day s 2.5-5 lbs. Covers neck and face; has v ent sl its .
Avent ail - 3sp 5 day s 1 l b. Chai n neck ar mour; attaches to helm.
Leather Barding 7 35sp 2 weeks 100 lbs. Covers horses trunk. -15 to maneuv.
Chai n Bar di ng 16 150sp 40 day s 160 lbs. Covers horses trunk. -20 to maneuv.
Leather Chanfron - 6sp 1 week 15 lbs. Covers horses head. Treat as helm.
Leather Crinet - 5sp 6 day s 25 lbs. Covers horses neck. -5 to maneuv.
Chai n Cri net - 27sp 10 day s 31 lbs. Covers horses neck. -5 to maneuv.
Leather Br acer - 1sp 1 day 0.5 lbs. Wri st-guard. 25% greave prot.
Plate Bracer - 2sp 2 day s 0.75 lbs. Wri st-guard. 50% greave prot.
Metal Gauntl et - 2sp 4 day s 0.5 lbs. +5 Br awling OB
Note: Armour types 3, 4, 11, and 12 are animal armours, natural body coverings with no normal armour equivalents. One cannot achieve such an AT without aquiring some
enchanted and specially designed armour (e.g., magic fell beast skin). ATs 10, 14, and 18 are achieved by using t he appropriate base armour (9, 13, and 17, respectively) with
greaves.
Oe..
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.
Ce| .s e| ^c|.:+| .
Arthedain only mints ounce standard coins, although they
have lighter pieces for small copper denominations: 1 gp =10 sp; 1
sp = 100 cp; 1 cp = two cp, one cp = two cp. Ahalf-copper
weighs only 1/8 ounce, and a quarter-copper is but 1/16 ounce.
Note: 1 Mithril piece = 20 gold pieces (Arthedain doesnt issue
mithril pieces).
Ce|.s e| e.:ea
The South Kingdom produces a ounce gold, a ounce silver,
a ounce bronze, and a 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 fromArthedain.
Note: 1 Mithril piece = 10 gold pieces (Gondor doesnt issue
mithril pieces).
l18
ARMOUR MODIFCATIONS
ARMOUR MATERIAL
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
l19
WEAPON CHART
Item Cost Type Time Weight B#s Str. Fumble Notes
[bd] Bastard Sword 20sp 2h 4-5 days 6-8 lbs. 1-4 68-82 01-04 Can be used one-handed with -15 OB. Use Table 2.32
in The Armoury.
[ba] Battle Axe 13sp 2h 2 days 3-4 lbs. 1-8 65-75(w) 01-05
[bj] Blackjack 2cp 1hc 6 hours 0.5 lbs. 1-8 47-53(s) 01
[bp] Blowpipe 12sp mis 1 day 1 lb. 1 80 01-04 2 long. Use Table 2.132 in The Armoury.
[bo] Bola (2 handed) 5sp th 1 day 1-2 lbs. 1-6 47-53(s) 01-07
[bs] Broadsword 10sp 1he 3 days 3-5 lbs. 1-7 75-86 01-03
[cal Cat-o-nine tails 1sp 1hc 1 day 3 lbs. 1-5 60(s) 01-07 Use Table 2.134 in The Armoury.
[cl] Club 1cp 1hc 6 hours 1-3 lbs. 1-8 46-54(w) 01-04
[cb] Composite Bow 17sp mis 14 days 2-3 lbs. Auto 54-66 01-04
[xh] Crossbow, Hvy 25sp mis 16 days 8-12 lbs. Auto 63-77 01-05
[x1] Crossbow, Lt. 11sp mis 7 days 4-8 lbs. Auto 63-77 01-05
[da] Dagger 3sp 1he/th 1 day 0.5-1 lb. 1-6 74-86 01
[dt] Dart 1sp th 6 hours 0.25-0.75 lbs. 1-6 38-42(w) 01-02 Use Table 2.135 in The Armoury.
[fa] Falchion l5sp 1he 3 days 1.5-2 lbs. 1-7 74-86 01-05
[fi] Flail l9sp 2h 5 days 4-6 lbs. 1-7 65-75 01-08
[ga} Garrote 18tp special 0.5 lb. special See t he Garrote skill in the Special Attacks skill cat-
egory
[hb] Halbard l4sp pa 2 days 6-9 lbs. 1-7 65-75(w) 01-07 Use Table 2.18 in Arms Law
[ha] Hand axe 5sp 1he 1 day 2-3.5 lbs. 1-7 65-75(w) 01-04
[hp] Harpoon 25bp pa/th 1 day 5-7 lbs. 1-6 67-73(w) 01-04 Use Table 2.117 in The Armoury.
[ja] Javelin 3sp pa/th 1 day 3-3.5 lbs. 1-5 38-42(w) 01-04
[la] Lance 5sp pa 1 day 8-15 lbs. 1-8 56-74(w) 01-07
[lb] Long Bow 10sp mis 9 days 2-3 lbs. Auto 54-66 01-05
Long Sci matar 24sp 2h 4 days 5-7 lbs. 1-7 63-77 01-05 Use Table 2.37 in TheArmoury
[ls] Long Sword 18sp 1he 4 days 3.5-6 lbs. 1-6 64-76 01-03 Use Table 2.38 in TheArmoury.
[ma] Mace 6sp 1hc 2 days 2-3 lbs. 1-8 74-86(w) 01-02
[ms] Morning Star 16sp 1hc 2 days 3-5 lbs. 1-7 65-75(w) 01-08
[pi] Pick 4sp 2h 2 days 3-7 lbs. 1-8 47-53(w) 01-06
[qs] Quarterstaff 5cp 2h 1 day 3-5 lbs. 1-7 66-75(w) 01-03
[sc] Scimitar l0sp 1he 3 days 2-3 lbs. 1-5 56-64 01-04
[sb] Short Bow 6sp mis 3 days 1.5-2 lbs. Auto 54-66 01-04
[ss] Short Sword 7sp 1he 2 days 2-4 lbs 1-6 74-86 01-02
[sl] Sling 9bp mis 12 hours 0.5-1 lb. Auto 81-99 01-06
[sp] Spear 23bp pa/th 1 day 3-8 lbs. 1-5 47-53(w) 01-05
[ts] Two-Hand Sword 20sp 2h 5-7 days 5-12 lbs. 1-8 69-81 01-05
[us] Usriev 18sp pa 5 days 11-16 lbs 1-7 63-75(w) 01-06 Use the table in the appendix.
[wh] War Hammer 15sp 1hc 2 days 3-4 lbs. 1-8 74-86(w) 01-04
[wm] War Mattock l5sp 2h 2 days 4-6 lbs. 1-8 65-75(w) 01-06
[wp] Whip 2sp 1hc 12 hours 0.25-0.75 lbs 1-4 65-75(s) 01-06
The letters in bracket s are the standard abbreviation for that weapon (used throughout t he RMSS).
Type is the RMSS weapon category that applies to the weapon. When two categories could be applied, they will be separated by a slash (each type must be developed separ-
ately).
A (w) after the strength of the weapon indicates t he stats for the weapon are for a wooden shaft.
A (s) after the strength of the weapon indicates that the stats for the weapon are for soft (i.e., l eather) weapons.
Note: Missile weapons are not given breakage numbers and strengths because they are not directly used to strike something. Full rul es fordevice breakage can be found in
Section 32.4.
MUSICAL INSTRUMENTS
Item Cost Wt. Size Avail. Time B Rel/Str F Notes
Bells 4 bp 3 lbs. - T 3 days - - -
Chimes 1 sp 1-5 lbs. - T 7-10 days - -
Cymbal 35 bp 2 lbs. - T 3-5 days - -
Drum 15 cp 3-8 lbs. - A 3-5 days - -
Dulcimer 23 sp 15 lbs. - T 5-10 days - -
Fiddle (5 string) 14 sp 2-4 lbs. - T 20-30 days - -
Flute 13 bp 1 lb. - T 10 days - -
Harp 8 sp 8-10 lbs. - T 20 days - - -
Harp, large 16 sp 25-35 lbs. T 30-40 days - -
Hunting Horn 2 sp 1-3 lbs. - A 5 days - - -
Kettl e Drums 35 bp 50-100 lbs. - T 6-10 days - - Found in southern lands
Lute 12 sp 5-10 lbs. - T 28 days - - -
Lyre 9 sp 3-7 lbs. - T 16 days - - -
Mandolin 9 sp 5-10 lbs. - T 25-30 days - -
Recorder 9 bp 0.5 lbs - T 7 days - - -
Trumpet 6 sp 2-6 lbs - T 20-30 days - -
l8O
WEAPON MODIFICATIONS
MATERIAL STRENGTH
Crafting OB STR
Cost 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 Routi ne -30 -30 St one
x. 1 Easy -10 +20 Ang
x100 Li ght +0 -10 Evyt h
x1 Easy +0 +0 Hard Iron
x10 Li ght +5 +0 Borang
x100 Medi um +10 +10 Arborang
x2000 +10 Arhel ed
x6000 +15 Adarcer
x20000 +15 Mi thin
x60000 +20 Mi thgli n
x280000 +20 Mi thril
x600000 +20 Ithil naur
x2000000 +25 Laen
x20000000 +30 Eog
x180000000 +40 Galvorn
These modi fiers are designed for weapons not normall y designed from
wood (i ncl uding heavy crossbows).
these materials are unavailable. The Dwarves and Elves don`t sel l them.
l8l
TRANSPORT CHART
Item Cost ft/rnd mi/hr Max Pace Man. Ht/Wt* Capacity OB
Camel (draft) 12gp 60 4 Spt +10 7'/900 350 lbs. -
Camel (racing) 40gp 90 6 FSpt +20 7'/750 200 lbs. -
Dog, herd 10sp 110 7.5 +30 1/65
Dog, hound 3gp 90 6 +20 3/120
Elephant 50gp 120 8 Spt +10 12' /11,000 1,000 lbs. -
Horse (light) 45sp 100 7 Dash +40 5/800 200 lbs. +5
Horse (medium) 60sp 110 7.5 Dash +25 6'/900 300 lbs. +5
Horse (heavy) 80sp 80 5 FSpt +10 6 /1,300 400 lbs. +5
Mule/donkey 32sp 90 6 Dash +20 4+/550 250 lbs. -
Ox 95sp 60 4 FSpt 20 5/2,000 700 lbs. -
Pony (mature) 40sp 70 4.5 Dash +30 4'/500 180 lbs. -
Sled dog 13sp 110 7.5 Dash 20 2.5/85 40lbs. -
Warhorse (lesser) 20gp 90 6 Dash +30 6'/950 350 lbs. +20
Warhorse (greater) 75gp 80 5 Dash +40 6+/1,100 375 lbs. +30
Boat (small) 7gp 30 2.5 Run - 10/200 1,000 lbs. -
Boat(medium) 11gp 40 3 sail - 20/800 4,000 lbs. -
Boat (large) 40gp 30 2.5 sail _ 30/2,000 7,000 lbs. -
Canoe 8gp 50 35 Spt 15/130 700 lbs. -
Chariot (war) 16gp 90 6 Dash +20 15/400 400 lbs. +25
Coracle 8sp 30 2.5 Spt _ 7/140 100lbs. -
Dog-sled 7gp 90 6 Dash -10 11+/350 450 lbs. -
Hand-cart 11sp 40 3 Spt -70 4.5'/100 250 lbs. -
Horse-cart (open) 4gp 50 3.5 Spt -25 6'/450 800 lbs. -
Ship (small) 80gp 40 3 sail - 45'/6,000 19,000 lbs. -
Ship (medium) 190gp 30 2.5 sail - 60/12,000 35,000 lbs. -
Ship (large) 650gp 30 2.5 sail - 80/20,000 55,000 lbs. -
Skis 7cp 90 6 Dash -10 6'/15 300 lbs. -
Sledge (covered) l2cp 70 4.5 FSpt -20 10'/100 400 lbs. -
Wagon (open) 6gp 50 3.5 FSpt -30 8'/600 1,200 lbs. -
Wagon (closed) 9gp 40 3 FSpt -40 9'/850 1,300 lbs. -
Ferry service 1bp+2cp/mi 30 2.5 Run - - - -
Ship passage 5bp+2tp/ mi 30 2.5 sail - - - -
Toll charge 1cp - - - - - - -
* Height is at shoulder level. Size reflects low to average.
Rarely available unless purchased from lord or wealthy dealer in.
Speed in dead water. Add or subtract the affect of currents and winds.
Notes: Ships are vessels capable of negotiating open seas, whil e boats are adapted to relatively shallow waters: costal channels, lakes, rivers, et c.
FOOD, LODGING, AND SERVICES CHART
Good/Service Cost Note
Beer/ale 2tp Pint.
Brandy 10tp Half-pint.
Cider 1tp Pint.
Mead 5tp Pint.
Wine 6tp Pint.
Light meal 6tp Cheese, soup and bread. 1% chance of il lness*.
Normal meal 10tp Meat soup or pie, bread, potato. 1% chance of illness*.
Heavy meal 12tp Steak and vegetables, bread, soup, pastry. 1% chance of illness*.
Weeks rations 5cp Normal spoilage. 18 lbs.
Trail rations 1bp 1 week. Preserved. Hard on the st omach. 14 lbs.
Greatbread 3gp 1 week. Somewhat magical, made by beornings and a few Dnedain and Northmen. 4 lbs.
Poor l odging 1cp Per night. Communal sleeping.
Average lodging 2cp Per night. Allows for seperate bed or pal let and includes meals
Good lodging 22tp Per night. Allows for seperate room, meals, and ample refreshment.
Stable 2tp Per day. Includes food for beast.
Hospitalisation 6cp** 2 times heal rate. Bedding, food, care. Often a fee in the form of a required contribution.
Public Bath 5tp 1% chance of disease*. Gender separation.
Private Bath 1cp 0% chance of disease*. Must pay extra for oils and perfumes.
Scribe 1cp Per page of simple text.
Crier/Herald 5tp Per announcement. Announced once per hour for 4 hours.
Legal Services 3sp Per legal appearance (approximately 3 hours of work).
Laundry 3tp Per laundry load (simple laundry care).
Leather care 6tp Per itemto be handled (includes simple repairs and cleaning).
Metal care l2tp Per itemto be handled (includes simple repairs and cleaning).
Personal grooming 3cp Per visit (approximately 1 hour).
Research 1sp Per simple topic.
* This ri sk may be increased or reduced by circumstance, or by prudent instructions, additional payment, et c.
l82
ACCESSORY CHART
Item Cost Weight Time Other Notes
Arrows (20) 4bp 3 lbs. 1 day Wooden shafts and iron ti ps.
Backpack 2bp 2-3 lbs. 1 day Leather or canvas. Holds 20 lbs; 1 cubic foot.
Bedroll (light) 2bp 4-7 lbs. 0.5 days Wool blanket. 2 season.
Bedroll (heavy) 7bp 8-1 1 l bs 1 day Wool/fur. 4 season.
Boots 1sp 3-4 lbs. 3 days Leather.
Brush (writing) 5cp 0.25 lbs. 4 hrs Wooden shaft with hair bristles. Capped.
Bucket 4bp 2-3 lbs. 1 day Copper. Holds 3 gallons.
Caltrops (5) 8bp 2 lbs. 1 day Portable spike traps.
Candle 4cp 0.25 lbs. 0.5 days Wax or tallow. Lights 10' diameter; burns 2 hrs.
Case 4sp 1 lb. 2 days Water-resist. Made of leather. 12" x 3" x 6".
Cask 24bp 5 lbs. 1.5 days Wood. Holds 4 gallons.
Chain 6bp 8-10 lbs 1 day Iron. 10' .
Chalk (10) 2bp 0.25 lbs. 2 hrs White. 5" long.
Charcoal 22cp 1 lb. 0.5 days Hot, 4-hour fire.
Chisel 9bp 1 lb. 1 day Iron. -40 dagger.
Cloak 9bp 2-3 lbs. 1 day Heavy linen or wool .
Climbing pick 28bp 2 lbs. 1 day Iron. -15 war mattock.
Coat 15bp 5-9 lbs. 2 days Fur lined and warm. +25 RRvs. cold; -10 to moving manoeuvres.
Crossbow bolts (20) 1 1bp 3 lbs. 2 days Wooden shafts with iron tips.
Fire-starting bow 8tp 0.5 lbs. 1 hr Starts fire in 5 minutes.
Flint and steel 1bp 0.5 lbs. - Starts fire in 3 minutes.
Framepack 33cp 3-4 lbs. 1.5 days Canvas. Holds 45 lbs; 2 cubic feet .
Gloves 2bp 0.5 lbs. 1 day Heavy leather; l ined.
Grappling hook 1sp 1 lb. 1 day Iron. Grip fails on a 02-03 on a manoeuvre roll.
Hammer 1sp 1 lb. 1 day Iron. -30 mace.
Hammock 1bp 2-3 lbs. 3 days Rope; wood spreaders; iron hooks.
Harness 1sp 4 lbs. 2 days Leather/iron. Includes bit and reins.
Hat 6bp 1 lb. 1 day Leather.
Hood 16cp 0.5 lbs. 0.5 day Covers head &shoulders.
Hourglass 35sp 2 lbs. Device for measuring time. Measures exactly 1 hour (close enough).
Ink 14cp 0.25 lbs. - Black; non-soluble.
Ladder 32cp 15 lbs. 2 days Wood. 10`. Bears 400 lbs.
Lantern 12bp 1-2 lbs. 4 days Lights 40' diameter.
Lock pick kit 1sp 0.5 lbs. 2 days +5 skill bonus to Lock Picking.
Mirror 35bp 0.5 lbs. 1 day Silvered glass. 6" x 4".
Nails (20) 9tp 0.5 lbs. 3 hrs Iron. 3" length.
Net, Fishermans 1sp 3-5 lbs. 3 days A small net with weights around the circumferance. The net is cast and then
drawn back using rope.
Oar 6cp 4-5 lbs. 7 hrs Wood. 6' -8'.
Oil flask 3bp 1 lb. 1 day Includes 1 pint oil (6 hr refill).
Padded Undercoat 6bp 2-4 lbs. 2 days Fur lined and warm. +25 RRvs. cold; -5 to moving manoeuvres.
Paddle 5cp 3 lbs. 5 hrs Wood. 4' -5'.
Padlock 23bp 1 lb. 2 days Iron; with 2 keys. +0 to Lock picking attempts.
Pants 25cp 1-2 lbs. 1 day Linen.
Paper (10) 12bp 0.25 lbs. 1 day 10 sheets. 12" x 6".
Parchment (10) 2sp 0.25 lbs. 1 day 10 sheets. 12" x 6". Very durable.
Pegs (10) 9tp 2 lbs. 2 bra Wood.
Pitons (10) 2bp 2-3 lbs. 1 day Iron.
Plank 6tp 11-12 lb. 4 hrs Wood. 10' x 6' x 2". Bears 350 lbs.
Pole 5cp 5-10 lbs. 3 bra Wood. 10'.
Pot (cooking) 7bp 2-3 lbs. 1 day Iron. Holds 2 gallons.
Pouch (large) 14cp 1 lb. Holds 10 lbs.
Pouch (small) 11cp 0.5 lbs. Holds 5 lbs.
Quill-pens (10) 4cp 0.25 lbs. 2 bra Goose feather quills.
Quiver 1bp 0.5 lbs. 1 day Holds 20 arrows/bolts.
Rope 4bp 4-7 lbs. 3 days Hemp. 50'. breaks on unmod. 01-02 roll.
Rope (superior) 12bp 2-4 lbs. 5 days Reinforced hemp. 50'. breaks on umod. 01 roll
Sack (50 lb) 8cp 2-3 lbs. 2 hrs Holds 50 lbs. 3 cubic feet.
Saddle 5sp 10-12 lb. 6 days Includes stirrups, blanket.
Saddle bag 8bp 4-6 lbs. 2 days Holds 15 lbs. 1.5 cubic feet.
Saw 23bp 2-3 lbs. 2 days Iron. 24" wood-tool.
Scabbard (belt) 25bp 1 lb. 1 day Holds one 1-h weapon.
Scabbard (shoulder) 3sp 1.5 lbs. 1 day Holds one 2-h weapon.
Shirt 3bp 1 lb. 1.5 days Linen
Spade 16bp 3-4 lbs. 1 day Iron. Wood shaft.
Star compass 7gp 1 lb. 2 days +25 bonus for night orienteering.
Sundial 3sp 1 lb. 2 days Iron. Gives approximate time.
Surcoat 9bp 1-2 lbs. 1.5 days A shirt to be worn over armor.
Tarp 1bp 3-5 lbs. 2 hrs Canvas. 5' x 8'.
Tent 2sp 8-10 lbs. 2 days Canvas. 5' x 8'. Two man.
Tinderbox 2cp 0.25 lbs. 0.5 days Wood. Enough for 7 fires.
Torch 3tp 1 lb. 1 hr Lights 20' diameter. (6 hrs).
Vial 2bp 0.25 lbs. 2 hrs Glass. Holds 2 oz.
Water skin 1cp 0.25 lbs. 6 hrs Holds 1 pint (.5 lbs).
Weapon belt 5bp 1 lb. 0.5 days Holds 2 scabbards, 3 pouches.
Wedge (staying) 1cp 1 lb. 1 hr Hardwood.
Wedge (splitting) 3cp 3 lbs. 2 hrs Iron.
Wire (10 gauge) 9bp 3 lbs. 5 hrs Iron. 100'.
Whetstone 14cp 1 lb. Used for the care and upkeep of bladed weapons.
Whistle 2sp 0.5 lb. 1 day Wood/iron. 4". Range 1+ mi.
l83
ENCHANTED ITEM CHART
Item Cost Weight Time Avail. Other Notes
Rune Paper (I) 16gp - 4 wks M Can hold a 1st level spell. Using Rune Mastery Spell List.
Rune Paper (II) 72gp - 6 wks H Can hold a 1st - 2nd level spell. Using Rune Mastery Spell List.
Rune Paper (III) 128 gp - 8 wks H Can hold a 1st - 3rd l evel spell. Using Rune Mastery Spell List.
Rune Paper (V) 484 gp - 11 wks VH Can hold a 1st - 5th level spell. Usi ng Rune Mastery Spell List.
Rune Paper (X) 1024 gp - 16 wks VH Can hold a 1st - 10th level spell. Using Rune Mastery Spell List.
Rune Paper (XX) 5000 gp - 25 wks EH Can hold a 1st - 20th level spell. Using Rune Mastery Spell List.
Avai labilit y indicates the difficulty modifier for the Purchase and resale Tabl es (Treasure Companion T-6.1 and T-6.2) M = Medium, H = Hard, VH = Very Hard, EH =
Extremely Hard, SF = Sheer Folly, A =Absurd, A - # = Absurd with a
furt her penalty of #.
SPECIAL MINERALS CHART
CustomWork
Item Value Weight Cost Time Other Notes
Adarcer 48 sp 1 lb. .7 5 Alloy (iron/carbon/tit anium)
Alcam 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), makes +5 bows. High Steel
Arheled 16 gp 1 lb. .2 .5 High Glass (high tensile strength and heat resistance)
Borang 8 bp 1 lb. .05 1 Alloy (iron/carbon). Low Steel
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 hard as diamond when 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)
Heled 8 tp 1 lb. .001 .1 Glass
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)
Laen* 16000 gp 1 lb. 10 20 Enchanted glass
Mal 64 gp 1 lb. .01 .5 Gold
Mithin 160 gp 1 lb. .1 1 Beryllium
Mithglin 480 gp 1 lb. 10 15 Titanium(usually alloyed with other metals)
Mithrarian* 2400000 gp 1 lb. 1000 900 Enchanted alloy (mithril/uranium/special)
Mithri l* 2240 gp 1 lb. 5 10 Enchanted metal, makes +10 bows. True-silver
Naukomalda 112 gp 1 lb. .01 .5 Dwavern gold
Naukotelp 112 sp 1 lb. .01 .5 Dwarven Sil ver
Ogamur* 2400 gp 1 lb. 5 20 Enchanted alloy, 2oz =+5 bowstring.
Paer 64 cp 1 lb. .001 .3 Copper
Tasarang 800 gp 1 lb. .15 8 Enchanted metal, makes +15 bows. Shalk
these materials are unavai lable. The Dwarves and Elves don`t sell them.
1 pound = 16 ounces
CustomWork:
Cost: (in gold pieces) For items not on a standard price list, custom work is naturally required. To obtain an estimate for the cost of such an item9in addition to the material
cost), just determine the amount in ounces of material required and mult iply
by the factor given i n this table.
Time: An estimate for the time required to make the itemis given in hours per ounce.
l81
Adarcer: This is a white alloy, a fusion of ang (iron), gloin ("True-
coal"), 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 water-
basins and for much of their decorative filigree. It is clear that there
is less alcamin 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 allowother 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 ap-
plied to its surface builds into a stored charge (at 50 volts per
strike). This energy accumulates up to a level of 1000 volts, al-
though 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 un-
known 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 hot-
test and coldest of Khazad-dum's forges would be required to pro-
duce 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.
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, fromgiant 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 fewuses
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 build-
ing 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 frommeteoric iron: incredibly dense metal fallen from
the sky. The only two Smiths in Eregion who might have redis-
covered 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
(nowin 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 Moon-
letters. 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 re-
quired 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 ith-
ildin, 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 su-
perbly 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
l83
yellow patina on its surface, as to be equally worthless for jew-
ellery. 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 vol-
canic 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 materials 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 sub-
stance.
Mal (S. "Gold"): Moria and other Dwarven holds are often foun-
ded on the site of rich veins of mal, which the Dwarves value above
all other metals, save mithril. Its golden colour seduces the Stunted-
folk and often raises their unhealthy passions. It is too soft for
heavy tasks, but it has its merits. Mal doesn't tarnish and is recog-
nized 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 mak-
ing the stronger metals the Elves use; they are simply unwilling.
Mal is a staple of the Elven Smiths, who knowevery way of form-
ingand 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 com-
bined with lesser metals, it confers this advantage tothem.
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 jew-
ellery, it is a rare, strong, yet light material. Few smiths, even
among the Elves, knowhowto 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 him-
self 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 an-
other metal celebur ("burning silver" or "uranium"). The resulting
material, Annatar claimed, defiedArda's pull, so that a boat or other
object with even the thinnest layer of mithrarian on the lower sur-
faces would float without weight. What made this more significant
than enchantmentswhich do the same thing is that mithrarian resists
all counter-spells. Celebrimbor found the concept of the stuff some-
what disturbing, and also admitted reluctance to work with celebur,
a material the Dwarves knewof but shied away from, saying that it
caused sickness and death. The material was indeed found to per-
form 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 nowbe the only source of true-
silver. It no doubt contributes to the vast wealth held by Durin's
Folk. Wherever one travels to lands where it is known, it is con-
sidered 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 even-
tual alliance brought more mithril into the hands of the Noldor than
they imagined could have existed. From this true-silver many won-
drousalloys 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 dugso 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 fromMoria after T.A. 1980.
Ogamur (S. "FromGamur"): Dwarves use ogamur for items re-
quiring 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 end-
less frustration for them that they must purchase it from Durin's
people, who refuse to relinquishthe 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.
l8o
HCkh:
Name Codes Form/Prep Cost AF Effect
^.c|:ec.s
Argsbargies a-Z-5 Flower/ingest 38gp 7 Level 4 antidote for muscle poisons.
Eldanna c-O-4-N Leaf/brew 99gp 2 Level 9 antidote for Reduction poisons. Reverses the effect of the curse Ugli ness of Orn (from
the Channelling spell list Curses level 15).
Menelar f-C-5-N Cone/brew 65gp 4 Level 7 antidote for circulatory poisons.
Mook t-M-3-N Berry/ingest 30gp 5 Level 3 antidote for respiratory poisons.
Quilmufur m-C-7 Root/brew 49gp 1 Level 8 antidote for conversion poisons.
Shen t-F-6-U Leaf/ingest 27gp 3 Level 4 antidote for Nerve Poisons.
Sorul Nut c-F-2 Nut/ingest 1sp 0 Level 20 antidote for Nur-oiolosse.
Ul-Naza s-W-8-E Leaf/ingest 4200gp 9 Level 50 antidote for any poison. Leaves will last for one year if wrapped in leather from a suf-
focated animal, ot herwise will spoil in one week.
Yuth h-J-8 Flower/ingest 29gp 8 Level 20 antidote for nerve venoms.
he.. k.,+|a
Arfandas c-F-6-N Stem/apply 2sp 1 Doubles rate of healing for fractures.
Bursthelas t-S-8-M Stalk/brew 110gp 22 Shatter repairs.
Edram c-F-8-N Moss/ingest 31gp 10 Mends Bone.
hca. c C,,esca. k.||.|
Aloe t-H-4-U Leaf/apply 5bp 0 Doubles healing rate for burns and minor cuts. Heals 5 hits if they result for burns.
Culkas a-Z-4-M Leaf/apply 35gp 0 Heals 10sq of burns (any).
Jojojopo f-M-4-U Leaf/apply 9sp 0 Cures frostbite. Heals 2-20 hits resulting from cold.
Kelventari t-T-3-U Berry/apply 19gp 0 Heals 1st and 2nd degree burns, 1-10 hits resulting fromheat.
C|acc|cea k.,+|a
Aserke H-O-6-S Root/apply 75gp 7 Stops bleeding by clotting and sealing wound. Takes 3 rnds to take effect. Patient cannot move
(appreciably) without wound reopening.
Belan h-O-5 nut/ingest 40gp 5 Stops any bleeding. Takes 1-10 rndsto take effect. Patient cannot move (appreciably) without
wound reopening.
Harfy s-S-6-U Resin/apply 175gp 9 Immediately stops any formof bleeding.
Ce.ccss|e. k.| |.|
Arlan t-M-2-NW Leaf/apply 13sp 1 Heals 4-9. Wild heals 1-6.
Darsurion c-M-3-U Leaf/apply 35bp 1 Heals 1-6.
Draaf a-O-2-W Leaf/ingest 7sp 1 Heals 1-10 for each of 2 consecutive rnds.
Gariig a-Z-3-U Cactus/ingest 55gp 3 Heals 30. A.k.a. Grarig.
Gefnul e-V-5-N Lichen/ingest 90gp 10 Heals 100.
Mirenna c-M-3-U Berry/ingest 10 gp 1 Heals 10. Instant effect.
Rewk t-D-3-U Nodule/brew 9sp 1 Heals 2-20.
Thurl t-D-1-U Clove/brew 2sp 1 Heals 1-4. Brew keeps 1-2 weeks.
Winclamit c-C-7-N Fruit/ingest 100gp 12 Heals 3-300.
Yavet halion m-O-5-W Fruit/ingest 45gp 4 Heals 5-50
...a+| ica,es. H.as
Arlan t-M-2-NW Root/ingest 13sp 1 Decongestant. Adds 20 to resistance vs common cold. Speeds recovery from respiratory illness
CNCH^N1CD HCkh:
Codes: The codes give a small letter for the climate of areas where the herb (or poison) i s normally found, a capital let ter for t he type of locale or terrain commonly associated
with the herb, a number corresponding to the difficulty modifier which is appli ed to any search rolls, and.a letter which shows the area of Endor where the herb is indigenous,
or most common.
Climate Codes: a = arid; c =cold; e = everlasting cold; f = frigi d (severe cold); h = hot and humid; m= mil d temperate; s = semi-arid; t = cool temperate.
Locale Codes: A = Alpine; B = Breaks/ wadis; C = Coniferous forest; D = Deciduous/mised forest; F = Freshwater coasts & banks; G = Gl aci er/snowfield; H =
Heath/scrub/moor; J = Jungle/rain forest; O = Ocean/ saltwater shores; M = Mountai n; S = Short grass; T = Tall grass; U = Underground; V =Volcanic; W = Waste; Z = Desert.
Difficulty of Finding: 1 = Rountine (+30); 2 = Easy (+20); 3 = Light (+10); 4 = Medium (+0); 5 = Hard (-10); 6 = Very Hard (-20); 7 = Extremely Hard (-30); 8 = Sheer Folly
(-50); 9 =Absurd (-70).
Compass Code: N = North Endor, NW = Nort hwest Endor, NE = Northeast Endor, S = South Endor, SW = Southwest Endor, SE = Southeast Endor, E = East Endor, W =
West Endor, M = Mid-Endor, U = Universal
Form and Preparation: Brew - Effective when drunk 20 rounds after water i s boiled; Ingest - Immediately usabl e and may be eaten, chewed, drunk, or inhaled, whichever is
appropriate; Apply - Requires 1-10 rounds to perpare, herb 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 weapons and stays effective up t o 1 week, or until an object or person is struck, if a poison paste is used and a critical is obtained, the foe must make a
RR or he receives the effect, if t he attack result is merely hits (no cri t), the poison is gone. Liquid - As paste, except it remains effective for 1 hour. Powder - May not be ap-
plied to weapon; only effective in food or dri nk.
Addiction Factor (AF): GMs may wish to make certain herbs addictive. The tables below show the suggested addiction factor. Each time an herb is used, the GM should roll
d100 and add the AF to see if the user becomes addicted. If the result is over 100, the herb user is addicted. The character will now have a level 1 addicti on. For each level of
addiction that a character has, he must take that many doses of that herb in a week (making addiction rolls each time he takes the herb). Each subsequently failed addiction roll
resul ts in raising the addiction level by one. If the character fails to take enough of the herb in a given week, he will suffer the effects of withdrawl (see Secti on 11.1
Gamemaster Law for rules on chemical dependancy and withdrawl).
Effect: Unless otherwise stated, a maximum of one herb (dose_ can take effect in a given round. The effect is based on a dose weighing approximately half an ounce. For
poisons, the effect is the most severe effect that can be gained with the herb. You must use the t ables provided in Gamemaster Law Section 11.0 (Poison and Diseases) to find
the actual effect (based upon the RRof the victim).
l81
by 5x.
Athelas (Kings Foil) t-C-5-N Leaf/brew 300gp 20 Capable of curing anything while patient st ill alive, but healing only as effect ive as the healer.
Full effect only in hands of an ordained king. Will not keep or give life.
Attanar t-F-4-U Moss/apply 8gp 1 Cures fever.
Blue pine nuts t-C-2-NW Seed/ingest 1cp 0 The seed are nutrious. 5 seeds are the equivalent of one meal. Each cone fromthe Bl ue pine
contains six seeds. They taste acidic but can be made palatable by roasting.
Delrean (Delrian) c-C-2-U Leaf/apply 3sp 1 Repels any insect (RR vs. 7th lvl or keep at least 10 away), when leaves are rubbed on the ski n.
Smells foul.
Felmather m-O-5-U Leaf/ingest 105gp 15 Mental summons of one friend (beasts or folk). Range 300 x users level. Coma relief.
Melander c-F-3 Moss/brew 12sp 8 +10 to disease resistance for 1-10 days.
Menelar c-C-5-N Cone/brew 65gp ? Cures infections.
Ur f-H-3 Nut/ingest 3gp 1 One days nutrition.
l| |. ia.s.a+c|e.
Degk (Life-vine) h-O-5-U Leaf/ingest 100gp 10 Stabilizes the condition of a seri ously ill patient for 1 day. During the time healing spells and
herbs work at maximum potency.
Nur-oiolosse f-F-8-U Clove/ingest 200gp 13 Lifegiving (1 day). Kills one day later unless Sorul nut is i ngested.
Oiolass (Say-arana) f-F-8-U Clove/ingest 600gp 22 Elves do not suffer any harm or degeneration no matter how grievous the wound or injury for 2
days after ingestion. During this time all healing herbs and magics work at maximumpotency.
Olvar f-O-6-N Flower/ingest 200 gp 20 Lifekeeping (2-20 days).
Pargen (Geriche, Maranna) h-J-8 Berry/ingest 800gp 25 Patients condition doesnt deterioate for 4 days. During this time all healing magics and herbs
work at maxi mumpotency. Berries keep for several months.
Pathur a-H-4-M Nodule/ingest 35gp 8 Lifekeeping (1 hour).
Tyr-fira (Lifegiver) f-A-9-U Blossom/ingest 2000gp 33 Placing a blossom in the mouth of a dying person prevents death. All injuries are healed to the
minimumlevel to sustain life. Blossomkeep for one week after picking.
Ocsc| . C+ac||+. c 1..:e. k.,+|a
Arnuminas m-S-2-N Leaf/apply 6bp 8 Doubles rate of healing for sprains, t orn ligaments and cartilage damage.
Arpsusar t-F-5-U Stalk/brew 30gp 15 Mends muscle damage.
Dagmather s-S-5-U Spine/brew 28gp 12 Heals cartilage damage.
Ebur m-O-4-W Flower/ingest 22gp 18 Repairs sprains.
N.a. k.,+| a
Belramba s-C-6-M Lichen/brew 60gp 20 Nerve repair.
Terbas m-D-3 Leaf/apply 2gp 4 Doubles healing rate for nerve damage.
Wifurwif t-M-7 Lichen/ingest 55gp 15 Nerve repairs.
Ca+. k.,+|a c ia.s.a+c|e.
Aldaka c-M-5 Root/brew 102gp 7 Restores sight.
Berterin m-D-3 Moss/brew 19gp 20 Preservation of organi c material (up to body size) for 1 day.
Febfendu c-F-4-W Rootbrew 90gp 24 Restores hearing.
Siran s-S-6-W Clove/ingest 80gp 31 Restoration of 1 organ or area. Side effect: skin disease (appearance loss of 1-10) and 6 hits per
round when skin is exposed to full sun.
Siri ena s-S-5-U Grass/brew 70gp 27 Preservation of any organic material (up to body size). Lasts 1 hour.
Tarnas h-J-6 Nodule/brew 220gp 60 Repairs organ damage. Nausea for 1-10 hours (-50).
i|s|c+| ^|c.a+c|e. c C.|+.c....c
Atigax f-H-4-NW Root/brew 40gp 12 Protects eyes in intense light or glare.Allows sight despite sudden or blinding light. Lasts 9
hours.
Breldiar m-V-4-U Flower/ingest 25gp 7 Subtracts 30 frommanoeuvre and melee. Adda 50 to spells and missile attacks. Euphoria. Lasts 1
hour
Elendils Basket f-H-7-N Root/brew 8gp 0 Purifies water; slows effects of poison 10x. Lasts 12 hrs.
Faghiu f-M-9-NW Flower/brew 330gp 0 Victim serves or loves giver of potion for 1-100 days. Vict imwill not harm self.
Gylvir m-O-6-U Algae/ingest 45gp 20 Breathe under water (only) for 4 hours.
Hiam Moss c-C-6-NW Fungus/brew 9gp 8 Keeps one alert and sustained for 24 hours; if used for more than 4 consecutive days, requires
rest (-75) = 2x period of use. 5% chance of death wit h first use if user fails RR versus 2nd lvl
attack.
Kathkusa f-W-3-N Leaf/ingest 50gp 35 Increases strength for d10 rounds. +10 Strengt h bonus; double concussion damage delivered.
Kilmakur h-S-7 Root/brew 65gp 33 Protects versus natural flame and heat for 1-10 hours.
Klagul s-S-3-U Bud/brew 27gp 7 Nightvision (up to 100 for 6 hours).
Latha (Lartha, Letha, Licka) c-F-4-N Stem/ingest 10sp 4 RR bonus +10 vs. disease. Cures colds. Heals 1-2 hits.
Megillos c-M-3-U Leaf/ingest 12sp 19 Increases visual percepti on (doubl es range, +25 perception) for 10 minutes.
Sha c-H-7-NW Flower/ingest 10gp ? The flowers when dried and powdered allows the user can see 300i n all but total darkness for
10-50 rnds. 11-20 hrs after use, user suffers diarrhea (-25) for 1-5 days.
Yaran t-S-2-W Pollen/ingest 9sp 7 Acute smell and taste (+50 perception) for 1 hour.
Zulsendura a-U-4-U Mshrm/ingest 70gp 22 Haste (3 rounds).
Zur c-U-4-M Fungus/brew 12gp 8 Enhances smell and hearing (t riple range; +50 perception. Last s 1 hour.
:c+c Oe:| ||.as
Lestagii a-Z-9-M Cryst/ingest 520gp 45 Restores any stat losses other than those due to age. Affects only one stat per use.
Merrig s-S-9-M Thorn/brew 90GP 50 Daily use increases Appearance by 5. Interruption of use will not reverse addicitive resistance,
but results in loss of benefit. Withdrawl means loss of 15 fromReasoning and Memory.
:cc. k.||.|
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 keeps for one week.
Wit an (Drugo-sreca) h-J-6-SW Leaf/ingest 15gp 5 Stun relief (2 rounds). Leaves keep for two weeks.
Name Codes Form/Prep Cost AF Effect
l88
lN1ClC^N1: ,OlND ^l1Ck^N1:l
Name Codes Form/Prep Cost AF Effect
Arunya m-S-3 Root/brew 4sp 50 Causes sleep and quick unconsciousness. One hours sleep equals 4.
Black Vine c-C-9-NW Leaf/apply 205gp 0 Intense euphoria lasts 1-4 minutes. Make RR vs lvl 7 or fall into a delirious sleep as the euphoria
wears off.
Brorkwilb m-V-4 Flower/ingest 9gp 45 Euphoric. Allows shared dreams with family member who is also sleeping.
Gort m-T-4 Leaves/ inhale 10gp 20 Euphoric hallucinogen. +10 to users appearance for 2 hours, but afterwards causes user to be
weak 1-10 hours (-50 to all actions).
Hoak-foer s-S-3 Flower/ingest 67gp 30 hallucinogen. Cures mind loss and mental diseases, but prevents all movements for 1-10 weeks.
Nelisse s-V-4 Leaf/brew 9sp 15 Euphoria for 1 hour (all actions at -50). Gives 1 day`s nutrition.
Pipe Weed varies varies/ingest varies 1 Addiction checks should only be made after inhaling the smoke frommore than three ounces of
tabacco. Certain kinds of pipeweed may have a higher (or lower) AF. Only becomes available
about T.A. 2670.
iCl:CN:
The effects shown below are the specific effect s of the poison. These effects will occur when the victim fails his RR. These effects will occur in addition to the general effects
of that type of poison (and take priori ty when t here is a conflict). If no specific effect is gi ven, see Gamemaster Law Sect ion 11.2 on Poisons for further general effects of
poisons. The given level has a letter designation that allows for level variability (see C &M for how to use level variability Codes).
Name Codes Form/Prep Cost AF Effect
C|acc|+cea ie|se.s
Karfar h-J-4 leaf/paste 142gp 0 Level 7C poison. Reddish paste causes heart to malfunction. All effects begin in 2-12 rounds.
Klytun s-B-4 Root/paste 53gp 0 Level 5A poison. Golden paste causes 1-10 day coma. Effect s begin after al l general effects have-
begun.
Ce..as|e. ie|se.s
Taynaga c-C-5 Bark/powder 27gp 0 Level 8D poison. Brownish powder sterilizes and gives 5-50 hits. Maximum of modeerate gen-
eral effects.
Ocsc|. ie|se.s
Ancalthur c-F-6 Liquid/ingest 45gp 0 (Lvl 2)Victims sense of time is warped, leaving himuncorordinated for 2-4 hours (RRfailure 1-
50 = -75; RRfailure 51+ = -100).
Blade Hemlock m-F-6 Paste/inject 58gp - (Lvl 6) Hemlock and Curulot. RRfailure 01-25 = incapacity 1-10 hours; RR failure 26+ =death
in 6-10 rnds.
Dynallca h-F-3 Leaf/paste 14gp 3 Level 3B poison. Tan paste affects hearing and gives 1-10 hits. Maximumof Severe general
effects (dest roys hearing).
Water Hemlock Plant m-F-7 Liquid/ingest 18gp ? (Lvl 3) Pale amber clear liquid. Pure deri vative. RRfailure 01-25 = incapacity 1-10 hours; RR
failure 26+ = death in 6-10 rnds.
N.a. ie| se.s
Acaana f-M-7 Flower/paste 600gp 0 Level 10E poison. Black paste affects nervous system. Extreme effect destroys nervous syst em
and kills inst antly.
Adder Venom m-F-7 Paste/inject ion 75gp 0 (Lvl 10) Adder poison and Curulot Blossom. RRfailure 1-50 = flaccid paralysis for 1-100 rnds;
RR failure 51+ = death in 5 rnds.
Asp Venom m-T-3 Asp/paste 23gp 0 Level 5 poison. Loss of limb struck.
Juth a-Z-5 Scorpion/Liquid 56gp 0 Level 2B poison. Maximumof severe effect (insanity in 1-100 weeks).
Ul-Acaana F-M-8 Paste/inject 500gp ? (Lvl 10) RRfailure 01-20 = coma (1 day); RRfailure 21+ = instant death.
k.:ccc|e. ie|se.s
Silmaana m-T-2 Stalk/powder 4gp 0 Level 9C poison. Silver powder scars skin; gives 2-20 hits. Maximum of moderate effects.
Slota t-D-7 Spider/paste 36gp 0 Level 5A poison. Extreme effect is slow (1 day) paralysis and death (1-10 days).
Zaganzar t-M-6 Root/liquid 139gp 0 Level 5H poison. Bluish extract. Maximumof severe effects (blinds by reducing optic nerve to
water); gives 1-10 hits.
k.s,|a+cea ie|se.s
Galenaana c-A-6 Leaf/powder 179gp 0 Level 9D poison. Green powder. Maximumof severe effects (except for elves who can suffer
extreme effects).
Jegga m-U-5 Bats/paste 92gp 0 Level 7B poison. Brown paste gives 1-100 hits. Maximum of mild effects.
Jitsu m-O-4 Clams/l iquid 34gp 0 Level 5B poison. Yellow venomgives 5-50 hits. Maximumof mild effects.
Kly s-H-5 Berry/paste 154gp 0 Level 3F poison. Brown juice gives 3-300 hits. Maximumof mild effects.
Shirolos m-H-8 Liquid/ingest 84gp ? (Lvl 10) Distillation of Sweet Galenas and white wine, clear and yellow. RRfailure 01-50 =
Drowsiness (-100 Manoeuvreing); RRfailure 51+ = Trancelike state (1-100 hrs); open to sugges-
tion but cannot move.
Thuryik s-V-8 Gas/ingest 85gp ? (Lvl 10) RRfailure = deep sleep (1-10 hrs).
Uraana t-S-3 Leaf/paste 12gp 6 Level 6A poison. Creamy paste gives 3-30 hits. Maximumof mild effects.
l89
Dl:C^:C:
Name Codes Form/Prep Cost AF Effect
Angurth - fl eas - - Level 2. Slow painful death
Bukandas - certain wolves - - Level 4. Severe asthma
Grelni xar - Vrel plant - - Level 8. Running death. Whenever able the victimwill run (even to the point of death).
Igturfas - certain snakes - - Level 5. Feeblemindedness, Re drop by 20.
Jadaras - Janar grass - - Level 2. Agility drops by 5.
Shutinis - Hultif bugs - - Level 3. Insani ty.
Vemaak - certain hornets - - Level 7. Hearing loss.
hCV^k^C: c VlC1O^l:
Name Codes Form/Prep Cost AF Effect
Alcohol varies varies/ingest varies 1 Addiction checks should only be made upon reaching a drunken state (i.e., drinking with mod-
eration does not cause addiction). Certain kinds of alcohol may have a higher (or lower) AF.
Cram c-U-2 Bread/ingest 14sp 1 4 oz. slice is one dose. Dwarven Waybread that provides five days nutrition per slice. Tastes of
mushrooms and pepper. Loaf keeps 7 weeks.
Lembas Lothlrien Bread/ingest - 0 Enchanted Elven waybread, made only in the Elven realmof Lothlrien. Provides a days nutri-
tion, +15 exhaustion points, +10 vs. poison and disease for the day. Not available outside Lrien.
Miruvor Noldor cordial/ingest - 0 An Enchanted Elven drink, made onl y in Elvish lands occupied by the Noldor. It provides +5 Co
bonus, +10 RR vs. disease and poison, +20 exhaustion poi nts for one day. Not sold.
Pandis Shire-3 liquor/ingest 5cp 2 Brewed in the Marish and Midgewater marshes, this liquor is made from Delrean bark. When
imbibed in quantit y this brew repels insects and adds +30 to RR vs snakebite.Addiction checks
should only be made upon reaching a drunken state (i.e., drinking with moderation does not
cause addiction). Too much produces a nasty hangover with greenish highlights around the eyes
and mouth.
OCDlClN^l:
Name Codes Form/Prep Cost AF Effect
Aloe Salve varies-3 Salve/Apply 1sp 0 This salve is made fromAloe. Doubles healing rate for burns and minor cuts. Heals 5 hits if they
result for burns. Commomly available throughout NW Endor.
Caranan Varies Mixture/ingest 3gp 0 Heals 2-8 hits; relives pain and swelli ng; max 10 doses/day. Made from several ingredients, all
common to western, northwestern and mi d-Endor.
Derrly Salve varies-2 Salve/Apply 6sp 0 A lot ion made fromDelrean which when applied to the skin repels any insect (RR vs. 7th lvl or
keep at least 10 away).
Rune Salve Varies Salve/Apply 3gp 2 Also known as Arkasu, All-heal , Mrim. Heals 2-12 hits. Speeds the closing and healing of large
open wounds (normal rate x1.5). antiseptic. Also surface anesthetic, half penalties for pain from
minor wounds. Made from 3 or four different herbs fromthe plains of Rhn.
Maiana Varies-5 Liquid/Ingest 7gp 0 Decongestant. Halves the dangerous symptoms caused by l ung afflictions and respiratory disease.
Made froma mixture of plants found on the northern slopes of the Misty Mountains.
Harlindar Varies-4 Powder/Ingest 9sp 0 Prevents miscarriages. Powder is mixed with water and drunk.. Made froma mixture of herbs
found in southern Eriador.
Gilder Dust (Ilyalma) Varies-5 powder/Apply 312gp 0 When sprinkled on injuries repairs organs, arteries and veins in 1-3 minutes. A magical blend of
rare substances. Only available fromElvish healers and a few mannish apothecaries/alchemists.
|.:|. H.as |. c|. u||:
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 doesnt give a negative bonus on the static
maneouvre table. If these conditions are met, the difficulty modifier is applied to a characters foraging roll.
Both a Herb Lore and Foragingroll must be made for each hour spent searching. If either fail no herbs are found.
There are a fewother modifiers to the foraging roll. The list belowshows 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.
l9O
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.
HChhl1 N^OC:
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 flowersor jewels.
:ca.+..s
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
..+| .
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,
O+|.
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,
Du^kVCN N^OC:
Dwarves adopt public names for occasions where they must
deal with non-Dwarves. They guard their given or inner names
with zeal.
The names beloware common public names used by Dwarves
of either sex.
Azaghl, Balin, Balli, Balrim, Barin, Bvor, Bifur, Bs, Bofur,
Bohr, Bombur, Borin, Brin, Burin, Din, Daram, Darim, Ds,
Dm, Dr, Dri, Dralin, Drarin, Drbar, Drin, Drinin, Dris,
Drs, Dur, Dwin, Dwlin, Falin, Farin, Fili, Fli, Frr, Freri,
Frerin, Freris, Frr, Fruhar, Fulla, Fundin, Gin, Gimli, Gimlin,
Glein, Glin, Glorin, Grs, Grin, Grolin, Grr, Gulla, Gura, Gurh,
Gurim, Gurin, Gurn, Nin, Naug, Rlin, Thorin,
HlH ClVCN N^OC:
Almriel (fem. name)
Aicanro, 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"
:lND^k N^OC:
..+|.
Aerin, Ailwen, Almaran, Almiel, Aredhel, Arlind, Arwen, Banwen,
Belaurin, Bereth, Berthiel, Bladorwen, rennil, Bridhil, Brilwen,
Celebrian, Celebrindal, Cerelin, Cmir, Dineth, Doliel, Dolwethil,
Dunril, Duredhel, Eilinel, Elanor, Elbereth, Elberil, Eledhwen,
Elleth, Elwing, Emeldir, Faelivrin, Faiglindra, Finduilas, Firiel,
Fuil, Gailbrithnir, Galadlriel, Galadriel, Gilmith, Gilraen,
Gilthoniel, Glredhel, Gwni, Hadoriel, Haladanil, Helluin, Hiril,
Idril, Inis, Isfin, Ivanne, Ivorwen, Lalaith, Lamril, Linmir, Lothriel,
Luinen, Lthien, Magrintha, Mavwen, Mechothli, Melethril,
Melian, Melineth, Melis, Miriel, Mirwen, Mithrellas, Morwen,
Murilind, Muru, Naneth, Nellas, Neth, Nienor, Nimladel, Nimlorel,
Nimloth, Nimlothel, Nniel, Ninir, Nirnaediel, Nuneth, Nurnil,
Rathlriel, Rhien, Silmarien, Sirith, Sulmith, Talceleb,
Thuringwethil, Timbridhil, Timfiril, Tinturwen, Tinviel, nen,
Urwedhin, Urwen
O+|.
Ammalas, Amrog, Androg, Angrim, Annael, Aramir, Arminas,
Auredhir, Baragorn, Bethos, Bodruith, Borlas, Borondir, Bradil,
Bronweg, Celebrith, Cranthor, Dagnir, Damrod, Delin, Dengar,
Drhavel, Diriel, Drnurin, 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, Lmin,
Lrin, 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 des-
cend as well as "call-names" of Noldo characters. Also Wood-elf
characters from the realms of Lrien or Mirkwood might bear
Sindarin Names, but other Wood- and Green-elves have Names in
Nandorin or Avarin (Pena) forms. Its a common thing for Dnedain
and the urban or Noble Gondorians to have Sindarin Names too
(rural men would wear Westron or ancient indigenious names)
NCk1HO^N N^OC:
These names are suitable for any northman culture during the
mid-thirdAge.
..+|.
Brytta, Haithwyn, Idunn, Lorelei, Luitgard, Lusuntha, Shagelda
O+|.
Adalbert, Amalric, Atagavia, Beorn, Beornaborn, Breagla,
Donar, Eodoric, Felardan, Freaga, Gartila, Hengist, Hludwig,
l9l
Horsa, Ing, Iseren, Mahacaed, Mahrcared, Odogavia, Odovacar,
Odavacer, Skulif, Tancred, Theodoric, Ugiluf, Uirdiks, Waggaeorn,
Waulfa, Wuilaric
CC1HCCD kCHlkklO N^OC:
These names should have anAnglo-Saxon form.
..+| .
Aldgylt, Amborgwn, Andbryg, Andrun, Argylt, Athelblot,
Athelwyn, Baluwif, Bendblot, Beoliss, Beorgbryth, Beorgdotar,
Beorgwn, Beorngilp, Bildotar, Bredwyn, Bridd, Burghild, Carbryg,
Cynhild, Denehild, Dorliss, Dunmeden, Dwimorliss, adgifu,
Eadliss, Edorblot, Elfbryg, Elfdotar, Elfhild, Elfrun, obryg,
Eoforhild, Eoforwyn, owyn, Faragylt, Fastgylt, Felarun,
Firienhild, Folcblt, Folcliss, Folcrun, Foldgwn, Frealiss, Frarun,
Frumwyn, Fyrgylt, Gardotar, Gartwif, Glohild, Goldwif,
Grimgwn, Grimhild, Guthgwn, Guthwif, Gwn, Halibryd,
Hambryg, Hardrun, Helmblot, Helmbryg, Heregwn, Herewif,
Hildedotar, Hildewyn, Holdbryth, Holdgilp, Holdmeden,
Hornmeden, Isengilp, Iserun, Lodgwn, Lodwyn, Lofblt,
Lowyn, Markhild, Mearhild, Mearliss, Meduwyn, Meregylt,
Merigen, sbryth, Ostbryg, Redhild, Redwyn, Sarumeden,
Scaduwyn, Seldbryth, Solblt, Thodwyn, Thinen, Wegenbryd,
Widrun, Winifreth, Wisrun, Wlencu, Wolcenblt, Wulfdotar,
Wulfgwn, Wulfmeden
O+|.
Aldor, Andwis, Arwulf, Beorghard, Beorn, Beowulf, Brandrf,
Brego, Brytta, Corl, Dor, Dnhere, adig, Ednew, Edorwine,
Elfheah, Elfhelm, Elfwein, Elfwine, obold, Eofor, oh, omer,
omund, Erkenbrand, Erkenfast, Fastred, Felarf, Fengel,
Firienman, Folca, Folcred, Folcwine, Foldric, Forca, Fra, Fralaf,
Frawine, Freca, Fruma, Frumgar, Galmod, Gangred, Gargram,
Gelimer, Goldleod, Goldwine, Gram, Grimbold, Grimred, Guthlaf,
Haleth, Hma, Hamfast, Hamson, Harding, Hasen, Heden, Helgor,
Helm, Hending, Hengest, Heorrenda, Herebrand, Hilderic,
Holdwine, Holman, Holtman, Hornlf, Horsa, Isenbard, Isenbold,
Isengar, Isengrim, Lod, Lofa, Leofen, Leofwine, Markred,
Mearhere, Mearwine, Meduwine, Mundgar, swine, Ottor,
Scaduwine, Seldwine, Snaca, Stedeson, Tolman, Walda, Wefre,
Wegenwulf, Westgrim, Widfara, Wisman, Writa, Wulf, Wulfgar,
Wyrmhere.
HlllOCN N^OC:
..+| .
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.
O+|.
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,
Ricerch, Sawel, Seriol, Sywno, Talorg, Tathal, Tathan, Teulyddog,
Tewdwr, Trahaearn, Tudfwlch, Tudur, Tungyr, Uren, Uwain, Wid,
Ysgarran.
DONlCNDlN N^OC:
..+|.
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.
O+|.
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.
CkC N^OC:
Ashgor, Albamat, Azdog, Azlag, Bagmog, Azmau, Bolghsh,
Azprakh, Bolghr, Bolglag, Bolrat, Burglaz,Bughr, Burglmuz,
Brzgol, Burglprakh, Dograt, Brzlata, Dufgoth, Brznt, Durbug,
Brzthroq, Durbl, Burzumlag, Durshag, Durbmuz, Durubgor,
Durfauth, Dushgor, Dushtug, Dushthrak, Fauthaz, Fauthash,
Fimblyag, Fauthgl, Gkhnt, Fimblgash, Gkhthroqu, Gashbol,
Gashsrinkh, Gashnkh, Gazatmat, Ghshgrond, Ghshlag,
Gimbhosh, Golkrimp, Goidog, Goltug, Goiduf, Gornt, Gorghsh,
Goruglu, Gothdog, Horuglu, Gothl, Hraz, Grishbrz, Kriththroq,
Grondlug, Lagaz, Glbug, Lugaz, Haibolg, Lugprakh, Horbol,
Mataz, Ishizthrak, Matrzlag, Kburgl, Mautug, Lagrog, Mogmau,
Lugrad, Muzlata, Mogdush, Shagaz, Moghor, Shagprkh, Muzdog,
Sharadmp, Muzgor, Sharamat, Nakhash, Snagalag, Nakhbag,
Srinkaz, Ogfimbl, Tarkthroq, Prakhduf, Thrakmat, Rgnakh,
Ufmat, Tugrat, Uftug, Ufgkh, Uglaz, Urukbol, kmat, Uruknakh,
Uzglag
DONCD^lN N^OC:
after T.A. 861 names are taken inthe Sindarin language.
l92
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 knowof the true nature of those on high.
O1H: c kClllCN
The Ainur, or "Holy Ones," were the first beings created by Eru,
the one God. According to the Elda tale known as the Ainulindal;
their spirits predated the creation of E, "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 inArda.) Eru (who
the Eldar call "Ilvatar" 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 E, the One
spoke to the Ainur. He imparted themes of music and the Ainur
sang. They sang separately at first, but Eru eventually gathered
themin the Timeless Halls and instilled in thema 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. E--the World and the Heavens-
grewout of the Song, as did Fate.
The Ainur are all-powerful, immortal spirits. They include the
exalted Valar, like Manw 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 fromgrace.
Eru is Ardas One God, and the Valar are his servants. It is the
Valar who live inAman. Eru originally assigned themthe guardian-
ship of the world. Although they removed themselves from direct
interaction with Middle-earth following the Downfall Of Nmenor
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
themto 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 Erus 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
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 lawto all the Powers,
excepting her husband.
1HC kC^1Ck iCuCk: ,^k^1^kl
Manw (Slimo) -
Associat ion/t heme: Air (sky, wind, weather, sight, empathy, wis-
dom).
Stat us: King of the Valar (aka the Elder King); Husband of Varda;
Brother of Melkor (Morgoth).
Col our: Blue.
Varda (Elbereth) -
Associati on/t heme: Light (stars, light of Arda, hearing, insight).
Status: Queen of the Valar; Chief of Valier; Star-queen (aka
Elentri, Elbereth Gilthoniel, Star-kindler); Wife of Manw.
Col our: White.
Ulmo -
Associati on/t heme: Water (sea, rain, springs).
Stat us: King of the Sea (aka Ocean Lord; Master of Waters); Spirit
of the Veins of the Earth.
Col our: Sea-green.
Aul (Mahal) -
Associat ion/t heme: Earth (non-living earth, crafts, creativity, insight,
materiality).
Stat us: The Smith (Lord of Crafts); Master of the Earth; Maker (of
Dwarves); Husband of Yavanna.
Col our: Brown.
Yavanna (Kementari) -
Associati on/t heme: Earth (living earth, olvar).
Stat us: Mistress of the Earth; Giver of Fruits; Keeper of Plants;
Wife ofAul and older sister of Vna.
Col our: Deep-green.
Nmo (Mandos) -
Associati on/t heme: Spirits (death, passing).
Status: Feantur (Spirit-master); Keeper of the Dead; Doomsmaster;
Lord of the Halls of Awaiting; Older brother of Nienna and Irmo.
Col our: Black.
Nienna -
Associati on/t heme: Conscience (grief, pity, suffering).
Status: The Weeper (also called the Loner, the Sufferer); Sister of
Irmo andNmo.
Col our: Red.
Orom (Aldaron) -
Associati on/t heme: Nature (forests, wild, kelvar).
Status: The Huntsman (aka Horn-sounder, Trumpet, Tauron, Bma,
or Araw); Tamer of Beasts; Master of the Wild; Forest Lord;
l93
Master of the Wilds; Husband of Vna and older brother of Nessa.
Colour: Silver.
1HC lC::Ck iCuCk:
Vna -
Associ ation/theme: Youth (wild, birth, renewal, fire, flowers, song).
St atus: The Ever-young; Mistress of Flowers and Song; Wife of
Orom and younger sister of Yavanna.
Colour: Spring-green.
Tulkas (surn. Astaldo) -
Associ ati on/t heme: Valor (friendship, loyalty, laughter, hardiness,
delight).
St at us: Champion of the Valar; The Valiant; Husband of Nessa.
Colour: Red-gold.
Nessa -
Associ ation/theme: Joy (celebration, happiness).
St at us: Dancer; Mistress of Celebration; Wife of Tulkas and
younger sister of Orom.
Colour: Orange.
Irmo (Lrien) -
Associ ation/theme: Spirits (dreams, desires, love, vision, peace).
Status: Fantur (Spirit-master; Dream Master (aka Desirer); Lord
of Visions; Master of the Fountains of Renewal; Husband of Est
and younger brother of Nmo and Nienna.
Colour: Deep Blue.
Est -
Associ ation/theme: Renewal (healing, rest, peace).
Status: The Healer; Mistress of the Fountains of Renewal; Wife of
Irmo.
Colour: Grey.
Vair -
Associ ation/theme: Time (fate, tales, memory).
Status: The Weaver; Wife of Nmo.
Colour: Purple.
1HC ^llCN iCuCk
Melkor (Morgoth) -
Associ ation/theme: Fire (cold, crafts, materiality, earth).
Stat us: The Fallen; The Mighty (aka He Who Arises in Might, the
Great Enemy, the Black Enemy, the Nameless, The Unmaker);
Brother of Manw.
Colour: None.
1HC V^l^k ^ND kClllCN
Fewamong the Elves of ThirdAge 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 fromlife inEndor.
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
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.
1HC V^l^k ^: ,Ol:1^lCNl DCl1lC:
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 isa misconceived version of the Lord of Valinor.
Certain races recognize only some of the Powers. Coastal
peoples who derive all their wealth fromthe sea may look to a God-
variant of Ulmo as a generous and ultimate overlord who has no
peers and fewservants. 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.
OCNC1HCl:O ^ND 1HC kCVCkCNCC Ck CkO
Eru i s the One God, and some enl ight ened cult ures understand t hi s
fact . Most El ves, of course, beli eve in Eru Iluvatar, for they recognize
that t he Valar arose out of the One's Fl ame Imperishabl e (li ke all lesser
spiri ts). Thus, most Elven groups pract ise monotheism. Those t hat do
not are usuall y i gnorant Moriquendi (parti cul ar Avari) or are corrupt .
Asi de f rom t he enl i ghte ned Dune dai n, Men a re le ss li kely t o
embrace t he worshi p of one, all powerful God. Mortal s - havi ng short
li fe spans and rel ati vely li tt le writ ten history - are too far removed from
the Elder Days to possess the knowl edge found among t he Quendi .
Where monot hei st ic Men resi de, t he speci fic form of t hei r beli efs are
rarely accurat e; inst ead, they refl ect the cul ture' s uni que experience.
These peopl es typi cal ly vi ew thei r one God i n the same way Elves
mi ght l ook upon t hei r pat ron Vala or, more commonly, t hey percei ve
thei r one deit y as a manifest ati on of Darkness.
kClllCN ^ND D^klNC::
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 lessshadowy regions.
Unenlightened or impoverished people relish power and oft
times idolize magical or physical strength. Naturally, since the
Great Enemies employed unrestrained enchanters and overwhelm-
ing armies, Darknessrepresented 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.
1HC OOl1lillCl1 C kClllCN:
Li ke any worl d wi t h myriad races, cult ures, and sub- cul t ures,
Middl e-eart h has a seemingly i nexha usti ble col l ecti on of dei t ies,
pantheons, practi ces, and rel igions. Ri tes and rit ual s, couched i n t he
peculi ari ti es assoc iat ed wit h part i cul ar places and peoples, f ol low
countl ess pat terns and t hemes. Thus, t he fol k of each region typi call y
subscribe to their own standards, borrowing and evolving wi th need and
ti me.
In t rut h, however, t here is a st andard. Eru is t he Creator and God,
l91
and no ot he r dei t ies exist except in bel i ef. The Val ar are merel y
powerful servants, guardians of Eru' s concepti on.
DON^D^N ^ND ClD^ kClllCN
This t ruth forms the foundat ion of Elda and Dunadan rel igion. Both
groups l i ve i n t he nort hwest of Mi ddl e-ear th and pr acti se a non-
ri tuali st ic form of monotheism based on t he bel ief i n Eru as the One.
Havi ng i mmort ali ty and di rect contact wi th the Powers of Aman, the
Eldar know about the relat ionshi ps of the Mai ar and the Valar, t he Val ar
and Eru, and Eru and Ea. Di sciples of El da teachi ng, t he Dunedai n
i nheri ted thi s knowledge.
The El dar and Dunedain ut il i ze a very personal f orm of rel igion,
whi ch invol ve s no formal cl ergy and l it t le i n the way of rit ual s.
Personal medi t ati on and communal celebrati on order t hei r spiri tual
l ives. Informal it y i s t he norm.
The Valar serve as pat rons of these groups (and of the peopl e t hey
i nfl uence, but t hey are not misconstrued as Gods. Mafia spi rits perform
l esser rol es and are respect ed as t he wi se, or revered a s spi ri tual
caret akers of t he eart h. Act ual worship, however, is confined t o Er u;
and whi le fai th is essenti al and omni present , it i s not intrusi ve. Thi s
sui ts the Valar and t heir Mafi a people, si nce it is in keepi ng wi th the
Balance of Things.
l93
SKILLS IN MIDDLE-EARTH
:llll:
This section contains newskills which are available in Middle-
earth, skills which are not available and notes on how old skills
should be used in the Middle-earth setting.
ONlNCuN :llll:
These skills from the RMSR (and School of Hard Knocks) are
not available to characters:-
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.
NCu :llll:
These skills are taken from the various Rolemaster Companion
books, or are completely newskills unique to Middle-earth.
Athletic BrawnSkill 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 teamdefends the gate and the other teamatemptes to knock
the ball through the gate, which scores the team a point. The gate is
four feet high andthree 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 platfromor 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} [MentalismCompanion]
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} [MentalismCompanion]
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 anyother 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 onthe 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 weakenhis 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 characters 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.
AFeint manoeuvre may negate some or all of a targets DB due
to shield bonus (including magical shields), parrying actions, skills
that increase the DBof 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
whichcannot 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
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
l9o
opponent to react to a false melee attack andweaken 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 characters 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.
AFeint manoeuvre may negate some or all of a targets DB due
to shield bonus (including magical shields), parrying actions, skills
that increase the DBof the target, or the targets Quickness modifier.
Any positional DBor inherent DBof 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 OBshifted 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 tostrike 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 targets 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 ina 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} [PulpAdventures]
Racial Attacks - Add skill description. [Martial Arts
Companion]
Power ManipulationSkill Category
Healing Songs - This is skill is only available to the Elven
kindreds and isClassified, 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
developedasa seperate.
Blood Songs, manipulate the flowof blood.
Bone Songs, Strengthen and partially regenerate broken or
shattered bones.
Sonsory Songs, used for amending reductionsin 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 SMTable.
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 GMmay select an appropri-
ate 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 GMmay select an appropri-
ate 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.
Modi fication........................................................................................ Modifie r
Sit uat ion (e.g., + 30 i n quiet room with gentle song,
-70 in a torture chamber) ...................................................................+ 30 t o -70
Nature of t he i llness/i njury (e.g., +30 f or a simpl e c ut,
-70 for a spe cial poison). ...................................................................+ 30 t o -70
Acc ompanying singers ( no more than 5) .................................. + t heir skill
Mortal with an af finit y for Elve s (e.g., a Fai thful Nmenore an)........... -20
Mortal with no af finit y for Elve s (e.g., most 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
surroundingenvironment.
Notes:
The GM may require an acting static manouvre to determine
howrealisticly 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
howaccurate the illusion is trying to be.
Example Difficulties:
l91
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 withthe 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 in-
timately familiar with the subject.
Yavannas 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 re-
versed, 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 success-
ful.
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 ne-
cessarily disclose its exact effect).
Partial Success: The herb nowkeeps for 3x its normal duration.
Unusual Success: If not yet culled, the herb evolves into a com-
pletely newstrain (GM's discretion). Carefully tended, it will repro-
duce. If already culled, treat as UM66 above.
Near Success: The herb nowkeepsfor 3x its normal duration and is
2x as effective.
Success: The herb nowkeeps 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 healsbroken bones nowhealsshattered bones).
Modifi cat ion ......................................................................................Modif iers
Si nger is female..............................................................................................+5
Each addit ional singe r ( up to 10).................................................................+5
Science/Analytic Skill Category
Anatomy - This skill provides a bonus to understanding the
structure of the body. Its 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 im-
mediate 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 ill-
ness/injury runs its course unchecked. Considerable efforts (an
Awakening spell, contact with the spirit, etc) must be made by out-
siders 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 armmay 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 experi-
ence is sure tochange 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 healingtime.*
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 in-
sight 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
fullyin 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.
Modi fication ........................................................................................Modifie r
Nature of t he i llness/i njury (e.g., +30 f or a simpl e c ut,
-70 for a spe cial poison)....................................................................+ 30 t o -70
At tendant Elve n healer............................................................... + t heir skill
Mortal with an af finit y for Elve s (e.g., a Fai thful Nmenore an)........... -20
Mortal with no af finit y for Elve s (e.g., most Men)................................... -50
Example Difficulties:
Routine: An isolated and sound-proof room.
Easy:Aquiet roomin which all of the occupants are sleeping.
Light: Astill setting with some noise, but no activity (e.g., in a
peaceful glen).
Medium: Arelatively sedate setting in which there is some activity,
but it is muffled.
Hard: While in a room where two people are having a conversa-
tion.
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
ones ability to change form. This skill may be used to prevent the
onset of a change, to control ones 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
l98
anybody else.
Every time the character is angry, falls, or is struck a transform-
ation roll must be made. Ashape-changer can also concentrate for 1
round and make a transformation roll. Any or all of the Shape-
changeing 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 tothe transformation roll:
have taken hits.............................................................................................. -25
have taken a criti cal ..................................................................................... -50
see a frie nd wounded.................................................................................... -25
see a frie nd killed.......................................................................................... -50
cont rol change..............................................................................skill bonus
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. Aroll 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 dependson 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
characters inner strength to resist negative modifiers due to pain or
wounds. To determine the penalty that can be offset, make an open-
ended 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 three-
action 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. Agood 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
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 fromboiling 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 RRor he takes the poisons
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
fewexceptionsrequire a lowfire.
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 com-
pounds. for this procedurre, a specialized press is usuallyrequired.
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 fewmust be thhrown into the fire and retrieved only several hours
later when the flames have died down.
ClD :llll:
These are skills found in RMSR (and School of Hard Knocks)
and have new uses based on the game setting or have been up-
date/expanded upon in the various Rolemaster Companions.
Combat ManoeuvresSkill 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 (open-
ended) and add the Missile Deflecting skill bonus. Then refer to the
Manoeuvre/Movement Table (T-4.1) using the Extremely Hard
l99
column against thrown weapons or the Sheer Folly column
against missile weapons. If the result is a number, it is subtracted
from the weapons 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 two-
weapon 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 seesfit.
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 informa-
tion 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 ones fists to strike
at an opponents 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
StrikesAttack Table. {St} [Mentalism Companion]
Martial Arts Sweeps Skill Category
Wrestling - This is the skill of usings 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 wrestlers body size is considerably larger than his
opponents, he may use the Degree 2 threshold on the Martial Arts
Sweeps Attack Table. If the wrestlers 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
DisarmFoe (Armed) - This skill provides a bonus to remove a
foes 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 characters skill bonus. The opponents 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]
DisarmFoe (Unarmed) - This skill provides a bonus to remove
a foes 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 characters skill bonus. The opponents 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
2OO
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 self-
inflicted 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:-
Adnaic - This was the language of the Dnedain 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, Adnaic 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, Mirdor, 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 isheavily influenced by Haradaic.
Atliduk - Used by the Beijabar this tongue is a derivation of
ancient EriadorianNorthman speech.
BlackSpeech- 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 relativelyproper manner.
Blarm- The tongue of the Hillmen of Rhauder.
Daenael (Old Dunael) - This language is classified Restricted.
The language of the Daen Coentis people. Aforgotten culture who
were indigenous to what is nowcentral and westernGondor.
Dunael - The language of the Dunlendings bears no resemb-
lance 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 othraim.
Andis the ancestor of othirric. Was in use between T.A. 1-1856.
othirric - ADecendant of the Eothrik language and ancestor
to Rohirric andwas in use betwwenT.A. 1857-2510.
Fornen - The ancient speech of the northmen of Rhovanion.
Rohirric and other Northman tongues derive fromthe 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 non-
Dwarves. 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 Khazd it is the language of lore and
high speech. The Naugrimare careful to use Westron or some other
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 Pkael. 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 sawa 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 easter-
lings.
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.
Pkael - Is the guteral tongue of the Woses and is alien to the
other tongues of men. The Pkael tongue gave birth to Daenael, the
common ancestor of both Dunael and the coastal tongues of Gondor
(before the coming of Dnedain). Having no use for traditional
runes or script, the Woses have developed there own system of
pictogramsigns - 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 ineveryday 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 Adnaic). Both groups are derived froma 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
2Ol
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 de-
veloped 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 Dnedain. It is spoken by most
Eldar (Non-Silvan Elves) as a first or second tongue (the Noldor of
Lindon and Lrien still favour Quenya), and is known to much of
the aristocracy/rolalty in Gondor. Westron uses a number of
Sindarin words directly or via Adnaic 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 Middle-
earth 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
ones 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 Adnaic and various Endorian dialects. While it incorpor-
ates numerous Sindarin, Northman, and Southron influences,
Adnaic provides most of the vocabulary.
2O2
2O3
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 Nmenor. 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 fairytales
and legends. This created and atmosphere where magical occur-
ances were rarely seen and often became merged or confused with
natural events.
1HC D^NCk: C O^lC O:C
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 hasled 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.
:iCll ll:1 ^V^ll^hlll1
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; fromthe beginning of the SecondAge 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 ThirdAge (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 GMdesires.
Drughu retain their limited magical knowledge to 50th level but
dont teach outsiders.
Dwarves retain their limited magical knowledge to 50th level
but dont teach non-Dwarves.
Hillmen have knowledge of base list up to 8th level and other
spell lists upto 5thlevel.
Only the Base Spell Lists of the allowed professions, open and
closed spell lists from Spell Laware 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.
kl:l ^C1Ck:
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 spells 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 spells 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. Asecond 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 circum-
stances.
CCkkOi1lCN
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,
and the same roll is
appl ied t o the
Corruption Point
Chart to determine
h o w m a n y
Corruption Points
(CPs) the spell
caster the spell
caster receives.
When this happens,
the spell caster is
allowed to make a
Resistance Roll
against Essence (the
attack level is the
CONCERNING MAGIC
CORRUPTION POINT CHART
SPELLTYPE
Roll BE/DE E/F P U I
01-60 0 0 0 0 0
61-65 1 0 0 0 0
66-75 2 1 0 0 0
76-85 6 2 1 0 0
86-100 8 6 2 1 0
101-150 10 8 2 1 0
151-175 12 10 3 1 0
176-190 14 12 3 2 1
191-200 16 13 4 2 1
201-300 18 14 4 3 1
301+ 20 15 5 3 1
2O1
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.
AGM 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 touse 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
SPELL USE RISK CHART
RISK FACTOR SECTION
Spell ACITIVITYLEVELOF EVIL-FORCES
Type Low Medium High Very High
BE +25 +35 +50 +75
DE +15 +25 +40 +65
E +0 +10 +25 +50
F -5 +5 +20 +45
P -15 -5 +10 +35
U -20 -10 +5 +30
I -25 -15 +0 +25
Age Modifier
EarlyThird Age -15
Middle ThirdAge +0
Late ThirdAge +25
ForthAge -25
AREA TYPE
Civilized/ Civilized/ Border/ Border/ Shadow Shadow
Roll Haven Urban Rural Urban Rural Wilds Lands Holds
05 nothing nothing nothing nothing nothing nothing nothing Sighting
06-20 nothing nothing nothing Sighting nothing nothing Sighting Spotting
21-30 nothing Sighting nothing Sighting Sighting nothing Spotting Creature
31-40 nothing Sighting Sighting Spotting Sighting Sighting Spotting Creature
41-50 nothing Sigthing Sighting Spotting Spotting Spotting Creature Patrol
51-60 nothing Spotting Spotting Spotting Spotting Creature Creature Patrol
61-70 nothing Spotting Spotting Ambush Creature Creature Patrol Ambush
71-80 Sighting Ambush Creature Kidnapping Creature Creature Patrol Army Unit
81-90 Sighting Kidnapping Ambush Kidnapping Ambush Creature Ambush Army Unit
91-100 Spotting Assassin Assassin Assassin Patrol Ambush Army Unit Special
101-150 Spotting Kidnapping Kidnapping Kidnapping Assassin Patrol Special Special
151-200 Kidnapping Assassin Assassin Assassin Special Special Special Special
201+ Assassin Special Special Special Special Special Special Special
AREA TYPE -
Examples are fromthe Late Third Age
Haven: An area completely clear any overt Shadow-
forces (e.g., Rivendell, Lorien, the Grey HAvens,
Edhellond, etc.). Hidden agents and traitors may still
be present.
Civilized/Urban: Acity 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 relat-
ively free of Shadow-forces (e.g., the Shire, Southern
Gondor, etc.).
Border/Urban: Acity or town in a less civilized re-
gion 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 Shadow-
firces and settlements (e.g., Moria, Southern Mordor,
Southern Mirkwood, Near Harad, etc.).
Shadow-holds: Aregion with a heavy concentration
of Shadow-forces and settlements (e.g., Angmar, Dol
Guldur, Gorgoroth, etc.).
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
ShadowLands or ShadowHolds). 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 be-
gins to persue, stalk, attack, or ambushthe spell caster.
Patrol: Includes the effects of a Spotting plus at least one or-
ganized 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 positionto attempt to set upanambush.
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 at-
tempt 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.
2O3
user negatively even if only in a minor way. In this case, each time
a character uses an evil item, he must make an RRagainst 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 characters CPtotal as play
progresses. Each characters CP total normally starts at zero, and
increases through spell failure and using evil items. AGMmay 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 characters 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:
If the character is faced with temptation, the GM may make an
open-ended roll and add the characters CP total and subtract
three times his Self Discipline stat bonus. Aresult of 100+ means
that the character must give in to the temptation.
If the character is in the presence of an evil being who com-
mands the character to do something, the character must make an
Essence RR modified by subtracting his CPtotal and adding his
Self Discipline stat bonus times three (use the evil beings level
for the attack level). Failure means that the character must obey
the evil beings command. A RR should be made for each such
command. During a given day, each RR is modified by an addi-
tional +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 RRmodification).
C::CNCC
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
Ainulindal) 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
CH^NNCllN
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 lowlevel (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 fromthe Valar, so no metal
armour, metal helmets or metal greaves may be worn when casting
channeling spells.
OCN1^ll:O
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 withthe castingof mentalismspells.
2Oo
2O1
Only in the largest cities of Middle-earth (e.g., Minas Tirith,
Minas Ithil, Tharbad, Annminas, 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 waysof distributing wealth are used.
Note: In Middle- earth, a coin is a specific measure of a
precious metal rather than a symbol of a governments
promise to redeem the coin ( its materials generally worth
little) with something of value (often gold or silver) Thus
the coins of long fallen kingdoms (such as Nmenor) have
value centuries or millennia after the authorities that min-
ted them ceased to exist.
Barter is the most widespread commercial system employed in
Middle-earth Goods are exchanged for goods. AWoodman 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 dont 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 froma travelling adventurer!
Note: Not all nomadic societies eschew coinage. The
Easterlings- raiders who measure wealth in horseflesh-do
so. However, nomadic traders such as the Haradrim, find
coins, gems, and jewelry to be the compact way to trans-
port wealth.
The other predominant method for distributing wealth rests
upon ties of kinship and sovereign obligation. In this system, a lord
is required by lawor by tradition to supply his vassals with certain
commodities-typically food, shelter, clothing, tools, and weapons-
for the vassals familyand dependents. In turn, the vassal provides a
portion of these items to retainers and their families who have
pledged fealty to himand 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 retainers-
these 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 systemin its purest form. The Dnedain, heavily
influenced by the Elves, mix it with free markets based coinage.
The Woses rely exclusively on barter to effect exchanges. The chart
belowprovides 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 other-
wise.
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 basedon 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 Nmenreans - very limited, largely symbolic, hiero-
cratic exchange (among the highest nobles); widespread coinage-
based free market; some barter.
Corsairs - predominant hierocratic exchange; large, supple-
mental coinage-based free market; some barter.
Dorwinrim- coinage-based free market and extensive barter.
Dnedain - predominant hierocratic exchange; large, supple-
mental coinage-based free market; considerable barter.
Dunlendings - limited hierocratic exchange (typically just
shelter and food); widespread barter; limited amounts of coinage
accepted fromoutsiders byall 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 - exclusivelybarter; 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 accom-
plished 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.
ECONOMICS
2O8
SPELL LISTS
DkOHO CiCN CH^NNClllN ll:1
1^11CC Ck^1:
Lvl Spell Area Of Effect Duration Range Type
1 Make Tattoo 1 tattoo 24 hrs self F
2 Tattoo I 1 tattoo 24 hrs self F
3 Imbed Tattoo I 1 tattoo 24 hrs self F
4 Tattoo II 1 tattoo 24 hrs self F
5 Imbed Tattoo II 1 tattoo 24 hrs self F
6 General Tat too I 1 tattoo 24 hrs self F
7 Daily Tattoo I 1 tattoo 24 hrs self F
8 Tattoo IV 1 tattoo 24 hrs self F
9 Imbed Tattoo IV 1 tattoo 24 hrs self F
10 General Tat too II 1 tattoo 24 hrs self F
11 Constant Tattoo II 1 tattoo 24 hrs self F
12 Daily Tattoo III 1 tattoo 24 hrs self F
13 Tattoo VI 1 tattoo 24 hrs self F
14 Imbed Tattoo VI 1 tattoo 24 hrs self F
15 General Tat too III 1 tattoo 24 hrs self F
16 Daily Tattoo V 1 tattoo 24 hrs self F
17 Tattoo VIII 1 tattoo 24 hrs self F
18 Imbed Tattoo VIII 1 tattoo 24 hrs self F
19 Make Tat too True 1 tattoo 24 hrs self F
20 Tattoo X 1 tattoo 24 hrs self F
25 Imbed Tattoo X 1 tattoo 24 hrs self F
35 General Tat too IV 1 tattoo 24 hrs self F
50 Constant Tattoo X 1 tattoo 24 hrs self F
1^11CC Ck^1:
1 Make Tattoo - Allows caster to flawlessly create a tattoo on non-
magical 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 channel-
ling spell intoa tattoo.
4 Tattoo II - As Tattoo I, except up to a 2nd level spell can be im-
bedded.
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 (usinganImbed spell) that can be cast once per day.
8 Tattoo IV- As Tattoo I, except up to a 4th level spell can be im-
bedded.
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 con-
stantly 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
enchanted with a Class II bonus.
16 Daily Tattoo V- As Daily TattooI, except 1st to5th 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 towork 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 IVbonus.
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) Amagical tattoo must be a minimum size of 1 x 1. There is no
limit on the maximum size (except the obvious one). Or how de-
tailedthe designhas 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 indi-
vidual.
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 belowto 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 beingenchanted.
7) The list uses the normal rules for magic item creation as detailed
in the Treasure Companion. Thou the actual cost required to cre-
ate ink and/or needles from special and difficult to obtain ingredi-
ents should probably be waived (GM decision). After all the
Drghu creating the tatttoos would spend time finding and collect-
ing his own ingredients.
Table missing place here.
2O9
CH^NNClllN ^lCHCOl:1 h^:C ll:1
Du^kVCN lNCk^NlC :llll:
Lvl Spell Area Of Effect Duration Range Type
1 Work Stone cast 24 hrs self F
2 Work Metal caster 24 hrs self F
3 Work Alloy caster 24 hrs self F
4 Work Ang caster 24 hrs self F
5 Work Borang caster 24 hrs self F
6 Make Alloy caster 24 hrs self F
7 Work Celebrang caster 24 hrs self F
8 Make St eel caster 24 hrs self F
9 Work Ardarcer caster 24 hrs self F
10 Work Tasarang caster 24 hrs self F
11 Work Gemstone caster 24 hrs self F
12 Work Ogamur caster 24hrs self F
13
14
15 Work Mithril caster 24 hrs self F
16 Work Ithilnaur caster 24 hrs self F
17 Work Ithildin caster 24 hrs self F
18
19
20 Work Laen caster 24 hrs self F
25 Work Eog caster 24 hrs self F
30
50 Make/Work caster 24 hrs self F
Du^kVCN lNCk^NlC :llll:
1 Work Stone - Allows caster to flawlessly work non-magical
stone, creating items with a -50 to +0 bonus (in combat). All re-
quired tools and materials must be present. The time required to
work stone is halved.
2 Work Metal - As Work Stone, except non-magical metalssuch 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 fromthis 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 rawmaterials (but not steel fromiron). 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 fromthis 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 suppliesand equipment.
9 Work Adarcer - As Work Stone, except non-magical Adarcer
can be worked. Items created with the metals fromthis spell have a
bonus of +15.
10 Work Tasarang - As Work Stone, except the enchanted metal
Tasarang canbe worked.
11 Work Gemstone - As Work Stone, except non-magical gem-
stones can be worked.
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.
SPECIALNOTES
1) The spellsmanipulating material for non-magic weapons can also
be used to make other non-magic objects where strength and durab-
ility 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 ma-
gical bonuses, other spell listsare needed.
3) This spell list is only available to DwarvenAlchemists.
2lO
CH^NNClllN ^lCHCOl:1 h^:C ll:1
Du^kVCN ^kOCOk
Lvl Spell Area Of Effect Duration Range Type
1
2 Shield* caster 1 min/lvl self U
3 Shield Defense I caster 1 min/lvl self U
4 Armour Defense I caster 1 min/lvl self U
5 Armour I caster 24 hrs self F
6 Enchant Clot h I caster 1 min/lvl self U
7 Shield Defense II caster 1 min/lvl self U
8 Armour Defense II caster 1 min/lvl self U
9 Armour II caster 24 hrs self F
10 Enchant Clot h II cat er 1 min/lvl self U
11 Shield Defense III caster 1 min/lvl self U
12 Armour Defense III caster 1 min/lvl self U
13
14 Armour III caster 24 hrs self F
15 Shield Defense IV caster 1 min/lvl self U
16 Armour Defense IV caster 1 min/lvl self U
17
18 Enchant Clot h III caster 1 min/lvl self U
19 Shield Defense True caster 1 min/lvl self U
20 Armour Defense True caster 1 min/lvl self U
25 Enchant Clot h IV caster 1 min/lvl self U
30 Armour IV self 24 hrs self F
50 Mystical Armour Caster 1 min/lvl self U
Du^kVCN ^kOCOk
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 ShieldDefense I - Casters shield DBis improved by +5.
4 Armour Defense I - Casters armour DBis improved by +5.
5 Armour I - Allows the caster to enchant armour and shields giv-
ing thema +5 magical bonus or a +10 bonus versus a general group
such as Elves, Great Drakes, etc. The armour must have a +0 non-
magical bonus to begin with due to material composition.
6 Enchant Cloth I - The casters clothing (AT 1 or AT 2) is en-
chanted to protect asAT 4.
7 ShieldDefense II - AsShield 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 en-
chanted 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 beginwith due tomaterial 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 bonusor a +20 bonus versus a general
group such as Elves, Great Drakes, etc. The armour must have a +10
non-magical bonus to beginwith due tomaterial 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 ClothIII - As Enchant Cloth I, except the spell protects
as AT16.
19 Shield Defense True - As Shield Defense I, except the bonus is
+25.
20 Armour Defense True - As Armour Defense, except the bonus is
+25.
25 Enchant ClothIV- As Enchant Cloth I, except the spell protects
asAT 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 gen-
eral group such as Elves, Great Drakes, etc. The armour must have a
+15 non-magical bonus tobegin with due to material composition.
50 Mystical Armour - Enchants the casters 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 cumu-
lative. 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 penaltiesare reduced by 10. Armour penalties can-
not be reduced below0. Enchanted Armour normallt made with a
.85 weight reduction. This reduction is applied after the minus 10
for superior design.
2ll
CNCk^l ^lCHCOl:1 h^:C ll:1
ClVCN lNCk^NlC :llll:
Lvl Spell Area Of Effect Duration Range Type
1 Work Stone caster 24 hrs self F
2 Work Metal caster 24 hrs self F
3 Work Alloy caster 24 hrs self F
4 Work Ang caster 24 hrs self F
5 Work Borang caster 24 hrs self F
6 Work Glass caster 24 hrs self F
7 Work Arborang caster 24 hrs self F
8 Make Alloy caster 24 hrs self F
9 Work Mithi n caster 24 hrs self F
10 Work Tasarang caster 24 hrs self F
11 Work Gemstone caster 24 hrs self F
12
13 Work Mithgl in caster 24 hrs self F
14
15 Work Mithril caster 24 hrs self F
16 Work Ithilnaur caster 24 hrs self F
17 Work Ithildin caster 24 hrs self F
18
19
20 Work Laen caster 24 hrs self F
25 Work Eog caster 24 hrs self F
35 Work Galvorn caster 24 hrs self F
50 Make/Work caster 24 hrs self F
ClVCN lNCk^NlC :llll:
1 Work Stone - Allows caster to flawlessly work non-magical
stone, creating items with a -50 to +0 bonus (in combat). All re-
quired tools and materials must be present. The time required to
work stone is halved.
2 WorkMetal - 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 fromthis 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 fromrawmaterials, 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 canbe worked.
11 Work Gemstone - As Work Stone, except non-magical gem-
stones can be worked.
13 WorkMithglin - 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.
SPECIALNOTES
1) The spellsmanipulating material for non-magic weapons can also
be used to make other non-magic objects where strength and durab-
ility 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 ma-
gical bonuses, other spell listsare needed.
3) This spell list is only available to ElvenAlchenists.
kregora has intense anti-essence, anti-mentalism, anti-channelling
and anti-arcane properties.
2l2
CNCk^l ^lCHCOl:1 h^:C ll:1
lNCk^NlC :llll: ,OCkil
Lvl Spell Area Of Effect Duration Range Type
1 Work Stone caster 24 hrs self F
2 Work Glass caster 24 hrs self F
3 Work Metal caster 24 hrs self F
4 Work Alloy caster 24 hrs self F
5 Work Ang caster 24 hrs self F
6 Work Borang caster 24 hrs self F
7 Make All oy caster 24 hrs self F
8 Work Arborang caster 24 hrs self F
9 Make Steel caster 24 hrs self F
10 Work Mi thlin caster 24 hrs self F
11 Work Gemstone caster 24 hrs self F
12
13
14
15 Work Mi thril 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
lNCk^NlC :llll: ,OCkil
1 Work Stone - Allows caster to flawlessly work non-magical
stone, creating items with a -50 to +0 bonus (in combat). All re-
quired 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 WorkMetal - 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 fromthis spell have bonusesthat range from -30 to -10.
4 WorkAlloy - 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 WorkAng - As Work Stone, except non-magical Ang (hard iron)
can be worked. Items created with the metals fromthis spell have a
bonus of +0.
6 Work Borang - AsWork Stone, except non-magical Borang(low-
carbon steel) can be worked. Items created with the metals fromthis
spell have a bonusof +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 sup-
plies and equipment.
8 WorkArborang - 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 suppliesand 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 gem-
stones can be worked.
15 Work Mithril - As Work Stone except Mithril can be worked.
Itemscreated with the metals fromthis 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.
SPECIALNOTES
1) The spellsmanipulating material for non-magic weapons can also
be used to make other non-magic objects where strength and durab-
ility 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 ma-
gical bonuses, other spell listsare 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 altern-
ative version which is based on Dwarvish knowledge; simple re-
place 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.
2l3
h.|, ++a C|+...|| |.' ...c+||s.' ll:1
under development, not available for charact er
development.
h.ea.|. u+s
Lvl Spell Area Of Effect Duration Range Type
1 Befriending caster 1 min/lvl self U
2 Ani mal Healing caster 1 min/lvl self U
2 Teach Speech (Rank 1) 1 ani mal Permanent Touch U
3 Train (Simple) 1 animal Permanent Touch U
4
5 Teach Speech (Rank 3) 1 animal Permanent Touch U
6
7
8 Train (Complex) 1 animal Permanent Touch U
9 Teach Speech (Rank 5) 1 animal Permanent Touch U
10 Dance 1 animal Permanent Touch U
11
12
13
14
15
16
17
18
19
20
25
30
50
1 Befriending - Caster recei ves a special bonus 0f +15
to any Animal Mastery manouevres.
2 Animal healing - Caster receives a special bonus of
+15 to Animal Heal ing manoeuvres.
2. Teach Speech (Rank 1) : Caster may teach an animal to under-
stand 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
maylearn 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
maylearn up to Rank 5. (Caster must also knowRank 5.)
10. Dance As Train (Simple), but a dance may be learned. (Used
for Dance of the Living.)
2l1
MISCELLANEOUS CHARTS AND TABLES
Conversion of RM2 hit dice to RMSS
Dice Total Body Dev. Point
Type Hits Progression Cost
D8 80 06221 -17
D8 100 06311 -15
D8 110 06321 -10
D8 120 06421 0
D10 120 07321 5
D8 130 06521 10
D10 130 07421 13
D10 140 07521 14
D10 150 07531 15
D12 200 09741 20
D15 220 011741 22
D15 300 0111091 30
D20 350 0151371 35
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Middle-earth Role Playing
kC:l:1^NCC kCll:
Channneling (3 x In): _______________
Essence (3 x Em):__________________
Mentalism (3 x Pr):_________________ :
Chan/Ess (In + Em):________________
Chan/Ment (In + P)r:________________
Ess/Ment (Em + Pr):________________
Poison/Disease (3 x Co): ____________
Fear (3 x SD):_____________________
Hl1 iClN1:
%of Hits taken Mod
0%to 25%...................................0
26%to 50%..............................-10
51%to 75%..............................-20
76%to 100+%..........................-30
Recover:-
Active; one per 3 hours
Resting; (Co st at bonus/2) per Hr
Sleeping; (Co stat bonusx2) per 3 Hrs
CH^O:1lCN iClN1:
%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
Recover:-
Active; one per 3 min
Resting; (1+Co stat bonus/2) per min
Sleeping; all in a full 0.5 hours
iCuCk iClN1:
%of PPs used Mod to spell
casting SM
0%to 25%....................................0
26%to 50%.............................. -10
51%to 75%.............................. -20
76%to 100%............................ -30
Recover:-
Active; one per 3 hours
Resting; (realm stat bonus/2) per Hr
Sleeping; half max per 3 Hrs
k^CC:1^1 lCD lNC
Soul departure: ______ rounds
Race Typre: _________
Recovery Multiplier: x_________
Body Development Progression:
___________________________
PPDevelopment Progression:
___________________________
Character Name:
Player:
Campaign (GM):
Level:
Experience Points:
Race: _____________________________
Profession:________________________
Training Packages:__________________
_________________________________
_________________________________
Realm: ___________________________
h+s. Oe....c k+c.
Max Pace Exhastion Cost
No Equipment Dash (x5) 50/rnd
Just Backpack
Just Armour
Just Armour & Weapons
Fully Equiped
SPECIAL ABILITIES
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BASIC RACIAL SPECIAL STAT
STAT TEMP POT BONUS BONUS BONUS BONUS
Agility
Constitution
Memory
Reasoning
Self Discipline
Empathy
Intuition
Presence
Quickness
Strength
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h^ClkCOND lNCkO^1lCN:
Home Town/City:______________
Patron/Lord:__________________
Parents:______________________
Spouse:______________________
Children:_____________________
Other: _______________________
____________________________
____________________________
____________________________
kClC 1k^l1:
Appearance:
Sex:___________Skin:__________
Apparent Age:_________________
Actual Age:___________________
Height: ________Weight: _______
Hair: __________Eyes: _________
Personality:___________________
_____________________________
Motivations: __________________
_____________________________
Armour Type:______________________
MMP:____________________________
Weight Penalty:_____________________
Missile Penalty: ____________________
Qu stat bonus x 3 - Armour Qu penalty:
(min 0):___________________________
Adrenal Defense: ___________________
Shield Bonus:______________________
Magic (Spells, Items, etc.):____________
Total DB (mellee/missile):____________
Progression:- oooStandard -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 and 0 1 1 0.5 0 for skill ranks
:|||| C+c.ea k.cea: :|..c
Character:
Armour Heavy
Armour Medium
Armour Light
Artistic Active
Artistic Passive
Athletic Brawn
Athletic Endurance
Athletic Gymnastic
Awareness Perception
Awareness Searching
Awareness Senses
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 Closed 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 Concussion
Weapon 1-H Edged
Weapon 2 Handed
Weapon Missile
Weapon Missile Artillery
Weapon Polearms
Weapon Thrown
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^,,| |c+|. D. e| N.. he.cs.s
:||| | C+c.ea :c+cs Cesc k+.|s k+.|s k+.| :c+c iae| :,.c|+| :,.c|+| 1ec+|
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
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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
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n/a
n/a
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0
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0
0
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0
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_____
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_____
_____
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_____
0
0
_____
0
_____
0
0
0
0
0
0
0
0
0
_____
_____
_____
_____
0
0
_____
_____
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_____
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:|||| k.cea: :|..c
Character:
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e| N.. he.cs.s
:|||| N+.. C|+ss k+.|s k+.|s k+.| C+c.ea lc.. :,.c|+| :,.c|+| 1ec+|
______
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2l8
20 19 18 17 16 15 14 13
148 - 150
145 - 147
142 - 144
139 - 141
136 - 138
133 - 135
130 - 132
127 - 129
124 - 126
121 - 123
118 - 120
115 - 117
112 - 114
109 - 111
106 - 108
103 - 105
100 - 102
97 - 99
94 - 96
91 - 93
88 - 90
85 - 87
82 - 84
79 - 81
76 - 78
73 - 75
70 - 72
67 - 69
64 - 66
61 - 63
58 - 60
55 - 57
52 - 54
49 - 51
46 - 48
43 - 45
40 - 42
37 - 39
34 - 36
31 - 33
28 - 30
25 - 27
22 - 24
19 - 21
0 - 18
18E 20E 22E 24E
18D 19E 22E 23E
17D 19D 21E 22E
17C 18D 20D 22E
17C 18C 19D 21D
16B 17C 19C 20D
16B 17B 18C 20D
15A 16B 17C 19C
15 16A 16B 18C
14 15A 16B 17C
14 15 15B 16B
13 14 15A 15B
13 14 14A 14B
12 13 13 14A
12 13 12 13A
11 12 12 12A
11 11 11 11
11 11 10 10
10 10 10 10
10 9 9 9
9 9 8 8
9 8 8 7
8 8 7 7
8 7 6 6
7 7 6 5
7 6 5 4
6 6 4 3
6 5 4 3
5 5 3 2
5 4 2 -
5 3 - -
4 3 - -
4 2 - -
3 2 - -
3 - - -
2 - - -
2 - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
30E 30E 33E 33E
29E 29E 32E 32E
28E 28E 31E 30E
27D 28D 29D 29E
26D 27D 28D 28E
25D 26D 27D 27D
24C 25C 26C 26D
23C 24C 25C 25D
22B 23C 24C 24C
21B 22B 23C 23C
21A 21B 22B 22C
20A 20B 21B 20C
19A 19A 20B 18B
19 18A 19A 17B
18 17A 17A 16B
17 16 16A 14B
16 15 15A 13A
15 14 14 12A
14 13 13 11A
13 12 12 10A
12 11 11 9
11 10 10 8
11 9 9 7
10 8 7 6
9 7 6 5
8 6 5 3
7 5 4 2
6 4 3 -
5 3 2 -
4 2 - -
3 - - -
2 - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
34E 36E 39E 40E
33E 35E 38E 39E
32E 34E 37E 37E
31E 33E 36E 36E
30D 31E 34E 35E
29D 30D 33D 34D
28D 29D 32D 33D
27D 27D 30D 31D
26C 25D 28D 29D
25C 24C 27C 28D
23C 22C 25C 26C
22B 21C 24C 25C
21B 20C 23C 24C
19B 18B 21B 21C
18B 17B 20B 20C
16A 15B 18B 19B
15A 14B 17B 18B
14A 13A 16B 17B
13A 11A 14A 15B
12 10A 13A 14A
10 9 11A 12A
9 7 9A 10A
8 5 7 8A
7 3 5 6A
6 - 3 5
4 - - 4
3 - - 3
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
38E 38E 43E 46E
37E 37E 41E 44E
36E 36E 40E 43E
35E 35E 38E 41E
34E 34E 37E 40E
33D 32E 36E 38E
32D 31D 34E 37E
31D 30D 33D 35E
30D 29D 32D 34D
28C 27D 31D 32D
27C 26C 30D 31D
26C 25C 29C 29D
25C 24C 27C 28C
24B 23C 25C 26C
23B 22B 24C 25C
22B 21B 23C 23C
21B 20B 21B 22B
19B 18B 19B 20B
18A 17B 18B 19B
17A 16A 17B 17B
16A 15A 16B 16B
15A 14A 15A 14B
13 12A 13A 13A
12 11A 12A 11A
11 10 10A 10A
10 9 9A 8A
9 7 7 7A
8 6 5 5
7 5 - -
6 - - -
5 - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
39E 42E 46E 47E
38E 41E 44E 46E
36E 39E 43E 44E
34D 37E 41E 42E
33D 36D 40E 40D
31D 34D 38E 39D
29D 32D 37D 37D
28C 31D 36D 35D
26C 29C 34D 34D
24C 27C 33D 32C
23C 26C 31D 30C
21B 24C 30C 28C
19B 23B 28C 27C
18B 21B 27C 25C
16B 19B 26C 23B
14A 18B 24C 22B
12A 16A 23B 20B
11A 14A 21B 18B
9A 13A 20B 16A
7 11A 18B 15A
6 9A 17B 13A
4 8 16A 11A
- - 14A 10A
- - 13A -
- - 11A -
- - 10A -
- - 9 -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
12 11 10 9 8 7 6 5 4 3 2 1
A cross between a lance and a long, thin two-handedsword with a razor sharp 4 foot blade.
Alternate Critical I: Slash -20
Alternate Critical II: Krush -30
Critical Type: Puncture Range Modifiers: -
Length: 7 - 12 feet
Weight: 11 - 16 pounds
Fumble Range: 01 - 06 UM
Breakage #s: 1,2,3,4,5,6,7
Strength: 63-75w
Attack Table
Usriev
Polearm
2l9

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