Está en la página 1de 32


The First Age was in essence a time of myths and legends for Middle-Earth, when the Elves and
Men battled the titanic power of the Dark Lord Morgoth and his armies. Many realms rose and
fell during the long battle - some to the sheer force of enemies sent against them, others to
treachery within - but in the end Morgoth was the victor, his enemies scattered and in hiding. But
the Valar - Kings and Queens of Arda - came to the aid of the Children of Illuvatar and the Dark
Lord was defeated.

Beleriand the 'Country of Balar' was the land where most of the titanic events of the First Age
took place. Shielded by the mountains of Ered Luin in the east, fanned by cool winds from
Belegaer the 'Great Sea' in the west, and looked over by the mountains of Ered Engrim in the
north, it was here that the war between the Dark Lord Morgoth and the Noldor Elves was fought.

Originally a land of great beauty, Beleriand was

marred by the continual fighting between the
Elves and Morgoth, so that its beauty was made
less and less, as the influence of the Dark Lord
consumed more and more of the light of the land.
Within time however, after many centuries of
battles, Morgoth finally had near complete
dominion of Beleriand, and it served as the home
for his evil minions, an empty land of sadness and

In the end, Earendil son of Tuor sailed to Valinor, and there begged for the pardon of the Noldor
and mercy for the Sindar and Men, and it was granted. In the massive War of Wrath that
followed, the land was rent apart, and Beleriand dissapeared beneath the sea.

Several different geographical regions can be
identified within Beleriand, and they remained
there even after the arrival of the Noldor. The
names of these regions were East Beleriand, West
Beleriand, Taur im Duinath, Ossiriand, Thargelion,
Doriath, Avernien and the Falas

East Beleriand was a wide open
plain, and in later years was home
to several of the Sons of Feanor. It
was crossed by the great Dwarf
Road, which led to Nogrod and
Belegost, and at is heart was
Estolad the 'Encampment', for that
place would later be the first
dwelling of Men in Beleriand. Also
within the boundaries of East
Beleriand was the thin land of
Arthorien, Himlad the Cool Plain,
and the starlit valley of Nan
Elmoth, where Thingol had first
met Melian, though now the
woods were sunless and only
home to the Dark Elf smith Eol.

West Beleriand was less flat

dominated at its heart by the wood
of Taur en Faroth 'Forest of
Hunters' and the high hills that
loomed above the hidden caves of
Nargothrond. In its uppermost
northern reaches were the Woods
of Nuath and the vale of Tumladen
where was fought the battle for
Nargothrond. West Beleriand itself
was crossed by both the great river
Sirion and the lesser river Narog
and at the joining of these two
mighty rivers was Nan Tathren 'Vale
of Willows'.
The mighty Sirion River cuts Beleriand in twain.
The greatest of the rivers of Beleriand, the Sirion
flowed some 850 miles from its source in the cold
highlands of the Ered Wethrin to its mighty delta
on the Bay of Balar. It was unusual in that for
some nine miles of its middle course it flowed
underground from the wide enchanted marshland
of Aelin-uial beneath the high land known as the
Andram. The Sirion was regarded as the border
between East and West Beleriand.

Taur im Duinath 'Forest Between Rivers' was planted firmly between East and West Beleriand
and to the north of it was the hills of Andram the 'Long Wall' which also divided East and West
Beleriand. Taur im Duinaith was a fey land home to few Elves or Men and only dwelt in by wild

Ossiriand 'Land of the Seven Rivers' was named so for it was flanked on its west by the river
Gelion, and was divided into five sections by the six tributaries of the Gelion, the Adurant,
Duilwen, Brilthor, Legolin, Thalos and Ascar. In later years it would be known as Lindon, and
would be the only part of Beleriand to survive and still be attached to the mainland of Middle
Earth, but during the First Age it was home only to the reclusive Laiquendi, the Green Elves of
Ossiriand, and was empty of anyone else. The wooded land climbed higher and higher until
upon its east it was bordered by Ered Luin. To the north of Ossiriand, also protected by Ered
Luin and the Gelion was the land of Thargelion, soon to be realm of Caranthir, though it was
also known as Talath Rhunen.

Avernien and the Falas both lay by the sea. The name Falas literally meant 'the coast', and it
was ruled by the Sindar lord Cirdan, and it was home to the Falathrim who dwelt in the twin
havens of Brithombar and Eglarest. Avernien was more quiet, where lay the birchwoods of
Nimbrethil, and it was beside the mighty mouths of the Sirion.

However in the northern half of Beleriand lay the great woods of Doriath, that had originally
been known as Eglador. Consisting of the four woods Neldoreth, Region, Nivrim and Brethil, it
later shrank when the Girdle of Melian was placed down, and Brethil was excluded from the

South of Beleriand lay the empty plains of

Middle Earth, though to the north lay the
Northlands, though it was protected from there
by the high mountains of Ered Gorgoroth and
the highlands of Dorthonion, the mountains of
Echoriath where lay Gondolin, Nevrast and
Hithlum, and the March of Maedhros.

Beleriand later became the home of many dwellings and realms of the Elves. Thingol reigned in
Doriath and held the title Lord of Beleriand, but his power went little beyond his marches.
Maedhros the eldest son of Feanor ruled in Himring, while Maglor his brother protected the
lands of Maglor's Gap. Celegorm and Curufin the next two sons of Feanor dwelt in Himlad, and
Caranthir the next commanded Thargelion, and the two youngest Amrod and Amras hunted in
East Beleriand. The House of Fingolfin ruled in the Northlands in Hithlum, though Turgon dwelt
in hidden Gondolin in Echoriath. Finrod, Lord of the House of Finarfin in Beleriand, ruled the
greatest realm of the Noldor, which was hidden Nargothrond, while Orodreth his brother ruled in
his stead the tower of Minas Tirith on Tol Sirion, and the two youngest Aegnor and Angrod
commanded Dorthonion. The only other free realm of the Sindar in Beleriand was the Falas,
which was ruled by Cirdan, and there still dwelt the Laiquendi in Ossiriand.

Mighty Gondolin, the

hidden city of the Elves.
The Northlands, while geographically not part of Beleriand, were included in that country as the
years progressed.
The mighty
mountains of Ered
Engrim fenced it to
the north, and from
there rose the tall
peaks of
Thangorodrim, where
Morgoth built the
fortress of Angband.
Hithlum, a land of
mist and often cold
winters, became
home to many Noldor
and was the seat of
the High King, and it
kept watch over
Morgoth from the
west. Dorthonion,
where dwelt many
men before the battle
of Dagor Bragollach,
looked at it from the
south, and Ered Luin
rose to wall it off in
the east. Between
Thangorodrim and
these last three
boundaries was the
plain of Ard
Galen 'Green
Region', though later
it would become
Anfauglith 'Land of
Gasping Dust'.
Mighty Angbad
the fearsome seat of Morgoths power
was built behind the forbidding peaks of
Ered Engrim after Morgoths citadel of
Utumno was cast down by the Valinor
though most scholars believe Morgoths
Pits indeed lay beneath the mountains
rather than behind them. From here
Morgoth breeds his Fell creatures and
spreads his pestilence. Indeed,
it was from the Great Night Door that
Morgoths flames poured forth in the
Dagor Bragollach the War of Fire.
Aman the Undying Land cannot simply be
seen as another part of Arda for while the
same seas that reach Middle Earth wash
its shores it is indeed quite apart.

At the heart of Aman

lies Valinor,
the Land of the Valar.
It is from there that
the Valar watch of
the World and live in
peace. Dwelling with
them are the Maiar
the lesser Ainur
and other spirits and
creatures of good
along with the
Calaquendi the Elves
of Light.

Yet not all of Aman is a bastion of ageless light, for to its north lies the Wastes of Araman, and
to the south is the dark land of Avathar, where Melkor first found Ungoliant. Yet Valinor is
protected from these by the Pelori, the greatest mountains in all the world, and their faces were
sheer facing the east, though their western slopes were gentle, falling down into the meadows
and plains of Valinor. The Calacirya, the Pass of Light, was the only break in the Pelori, and at
its center was Tirion, the city of the Noldor and Vanya, which rested on the Hill of Tuna. Rising
to the south of Tirion was Taniquetil, the seat of Manwe and Varda and rising higher than even
Thangorodrim and all the mountains of Pelori. Alqualonde, the city of the Teleri, was located
outside of the Pelori north on the coasts of Valinor, and from there they sailed the seas.

However, the greatest city of Valinor was Valmar itselfs, the city of the Valar Located around it
were the dwellings of many of the Valar, though most importantly the Two Trees did rest near it,
and there was also the Ring of Doom, where the Valar would sit in council. Two other important
locations in Valinor were the Halls of Mandos, which lay in the uppermost north of the plains,
and to here the dead spirits of all Elves came. Also in the north, among the hills, was Formenos
the holdings of Feanor in exile, where the Silmarils were to be kept.
The beauty of the world captured within them, the Silmarils were forged by he who was named
Curufinwe by afterwoods known as Feanor, greatest of all the Noldor Elves is the skills of mind
and hand. The light of the Two Trees was captured and blended within them, so that even in the
greatest darkness they shone with a light of its own, and they were hallowed by Varda the
Queen of the Valar, and made sacred, beauty imperishable.
In the form of three great jewels, the Silmarils
were as the crystal of diamond, but as strong
as adamant, and that no violence within the
walls of Arda could mar or break them, crush or
rend them. But the crystal itself was as the
body is to the spirit. For the inner light of the
Two Trees and Varda burned within them. Thus
even in the uttermost night they shined like all
the stars combined into one point of light. And
so pure and sacred were they that any flesh
tained and or evil that touched them would be
horribly burnt. But the Silmarils were cursed
with their own taint, that any mortal eyes that
glimpsed them would desire them.

But after their forging, Feanor bore them openly among the Elves, and even the Valar wondered
at their radiance. But Melkor the cursed, the Dark Lord and Enemy of all Arda, lusted after them.
Still confined to Valinor in forgiveness he was, having been released from the three ages of his
captivity, though at the sight of those jewels and the secret desire that spread within him, he
once more began spreading lies and untruths.

But Feanor guarded the Silmarils with jealously,

wearing them only at the great feasts, and at all
other times he locked them deep down in the
vaults of his home-in-exile Formenos. But as
Melkor's lies increased, and Feanor soon
locked the Silmarils in the most secure vaults
and grudged their site to all but his father and
sons. And the Valar were dismayed, but they
could do nothing, but it was not long before
Melkor himself appeared at the doors of
Feanor's halls, using his cunning tongue to try
and lure the Silmarils away from Feanor. But
the Elf Lord saw the Dark One's plans, and
turned him away.
And Melkor was filled with shame of
which came anger, and fled Valinor, and
here plotted with the beastly Ungoliant
a great and evil being in the form of a
huge spider and surrounded them in a
web of darkness, they entered Valinor
and in one of the most vile acts in all the
history of Arda, slew the Two Trees,
fleeing swiftly before the Valar could
take full action.

But Manwe King of all Arda saw that the

light of the Two Trees lived still within the
Silmarils and begged Feanor to allow the
Valar to use them to create the beauty of
the Two Trees again. But filled with pride
and knoweldge that such an act would
mean the Silmarils being destroyed
Feanor refused and another doom of the
world was set. But even in that moment
Word came that Melkor had attacked
Formenos slain Feanor's father Finwe
who was also King of the Noldor and
siezed the Silmarils. Thus did the Noldor
return under Feanor to Middle Earth and
the War of the Jewels was fought.

In the end, the War of Wrath was fought and the

But the Silmarils
overthrow remained
of Morgoth by thewith
ValarMorgoth for all the War, embedded into his iron crown, until
one was cut loosed and taken by
was complete, and the Silmarils taken. ButBeren Erchampion and given to Elu Thingol, King of
Doriath, after
Maedhros andthe jeweleldest
Maglor, was rescued
and only from the belly of the pain-mad wolf Carcharoth who had
swallowed it. And that jewel passed
sons of the now dead Feanor, siezed them, but from Thingol, to Dior Beren's son, to Elwing Dior's
so having at last inso
caused the Havens,
much evil, until in the end it was taken by Earendil Bright in the ship of
the two
Vingilot, and now sails the skies.
remaining sacred jewels burnt their hands and
flesh. And Maedhros, driven by pain, threw
himself into a great chasm of fire, while Maglor
hurled his into the sea, where it remains.

Thus were the three Silmarils returned to the

elements of creation - one sailing the sky high
on Earendil's brow, one consumed by the
chasm and now rejoined with the earth, and one
resting at the bottom of the sea.
Time Year Year Event
Period Start End
Before - - There was Eru, The One. Illuvatar.
Eru made the Ainur (The Holy Ones). Valar & Ainur
Illuvatar wills that the Ainur make in harmony together a Great Music.
Eru shows the Ainur the vision of the World created by their Music.
The Valar entered into Ea.
The beginning of Time, but uncounted.
The First Battle of the Valar and Melkor.
The shaping of the World.
Aule wrought two mighty lamps for the lighting of Middle-earth.
Varda filled the Lamps.
Manwe hollowed the Lamps.
Valar set the lamps on high pillars, Northmost named Illuin, Southern named
Yavanna seeds spring to life.
Beasts came forth.
Spring of Melkor casts down the lights of Illuin and Ormal.
Arda Ends
The dwelling of the Valar upon Almaren is utterly destroyed.
The Valar leave Middle-earth and move to the Land of Aman.
Valinor is established by the Valar.
Valmar of the many bells, city of the Valar is created.
Yavanna brings the Two Trees of Valinor to bloom, Telperion with dark green
leaves and silver light, Laureling with light green leaves and gold light.
Thus began the Days of the Bliss of Valinor.
Time Thus also begins the Count of Time.
Aule makes the First Seven Fathers of the Dwarves in hidden places.
Illuvatar wills that the Dwarves sleep until AFTER the firstborn awaken.
Varda creates brighter stars in the sky.
The Firstborn of Illuvatar awaken.
First Age 1 First Age begins
1 Sun and Moon Rise for 1st time
1 Fingolfin reaches Middle-earth and is named High-king of the Noldor.
Thingol grants the Noldor leave to settle and defend the unpopulated regions of
1 20 northern Beleriand, but excersises little control over the Noldo princes.
Time Year Year Event
Period Start End
51 Finrod Felagund begins the building of Nargothrond.
52 Turgon discovers Tumladen and begins the buidling of Gondolin.
c.60 Dagor Aglareb, the Third Battle. An Orc attack on Dorthonion is repulsed by the
hosts of Fingolfin and Maedhros.
c. 100 Gondolin completed
155 An Orc attack on Hithlum is repulsed by Fingon's host.
Glarung emerges for the first time, but is routed in a battle on Ard-galen.The
255 Dragons do not appear again for a long time.
c. 306 Maeglin is born.
c. 310 The three Houses of Edain reach Belerian from the southeast.
Beor's House arrives first and is guided by Finrod to Estolad, where it settles.
The next folk, the Haladin, remain in Thargelion.
During the following year, the House of Hador arrives and migrates to Estolad.
After some wandering, Beor's folk settle in Dorthonion and allies itself with
Finrod of Nargothrond.
Hador's pepple settle in Hithlum and Ered Wethrin.
After some years, Haladin are driven out of Thargelion by Orcs.
They move to Estolad and, after some years, Haleth leads her people
westwards through Nan Dungortheb to Brethil and Talath Dirnen.
Many other Men from the three Houses remain in Estolad until Nirnaeth
c.330 Maeglin arrives in Gondolin, Eol and Aredhel die.
c.370 The Haladin settle in Brethil
c.425 Hador's House settles in Dor-lomin.
c.441 Hurin is born
c.444 Huor is born.
c.455 Dagor Bragollach, the Fourth Battle.Ard-galen is devasted by rivers of fire from
During the winter, the March of Maedhros and Dorthonion are conquered by
Morgoth's hosts.
Fingolfin is killed by Morgoth at the gates of Angband.Fingon becomes King of
c.457 Sauron captures Tol Sirion and changes it to Tol-in-Gaurhoth (Isle of the
Beor's tribe flee from Dorthonion to Hithlum; only Barahir's outlaws remain.
c.460 Barahir and his men die. Only Beren survives.
c.462 An Orc attack on Hithlum is repulsed.
Hurin becomes Chieftain of the House of Hador in Dor-lomin.
465 Turin is born
The adventures of Beren and Luthien, during which Finrod, Huan and
Carcharoth die. Sauron is expelled from Tol-in-Gaurhoth by Luthien and his
tower is destroyed. A Silmaril is wrestled from Morgoth and given to Thingol.
466 468 Beren and Luthien settle in Tol Galen.
Time Year Year Event
Period Start End
473 Nirnaeth Arnodiad, the Fifth Battle/
The hosts of the Eldar and the Edain are utterly crushed by Morgoth's forces.
Hithlum is settled by the Easterlings.Tuor is born.
474 The Falas is ravaged by Orcs.
Turin's tragic adventures, well described in Narn I Hin Hurin.. They are too
482 501 extensive to be summarized here?
The Haladin are defated and withdraw in the forests.Nargothrond is conquered
496 by Glaurung and Orcs
502 Hurin dies
503 Tuor and Idril marry
Dwarves from Nogrod slay Thingol in Menegroth and steal the Silmaril, but are
themselves slain during their escape.The jewel is brought back to
Menegroth.Melian departs Middle-earth. A dwarven army sacks Menegroth and
captures the Silmaril. During their return march Beren kills them and recovers
505 the jewel, which is worn by Luthien for some years.
509 Beren and Luthien die
Feanor's sons attack Menegroth to capture the Silmaril. Caranthir, Celegorm,
Curufin, Dior, and Nimloth are slain, while Elwingescapes to Sirion with the
510 Silmaril.
The Sack of Gondolin.
Turgon and Maeglin die.
Tuor and Idril flee to the Mouths of the Sirion.
511 Ereinion Gil-galad is King of the Noldor.
c.520 eanor's four surviving sons attack the Elven settlement at the mouth ofSirion in
search of the Silmaril, but fail to capture it. Amrod and Amras fall in the fight.
Some decades later, Earendil reaches Aman and appeals to the Valar.The
Hosts of Valinor go to Middle-earth and the War of Wrath is fought.
c.540 The First Age comes to an end
Additional Maps
Menegroth: Called 'The
Thousand Caves', the
stronghold and citadel of
Thingol on the banks of
the River Esgalduin in
Doriath. It was delved in
the long years before the
rising of the Moon by the
Dwarves of the Blue

The stronghold and realm of Finrod Felagund,

founded by him on the model of the halls of
Menegroth in Doriath.
The stronghold of Nargothrond was carved
into the rock beneath Taur-en-Faroth, and
could only be approached by a narrow path
along the high banks of the River Narog. No
bridge was built across the river until late in its
history. The citadel long lay hidden from
Morgoth, and was ruled wisely for long years
by Finrod. After he was lost in the Quest of the
Silmaril, his brother Orodreth expelled the
usurping sons of Fanor, Celegorm and
Curufin, and was lord in Nargothrond.
The lands to the north of the citadel were
considered part of its realm, and the people of
Nargothrond kept unceasing watch on the
grasslands to the north; the Talath Dirnen or
Guarded Plain.
When Trin dwelt in Nargothrond, he
persuaded the Elves who dwelt there to
change their long policy of secrecy, and
openly attack the servants of Morgoth. So the
Dark Lord discovered the city's location, and
sent out an army under Glaurung to sack and
destroy it.
Player characters in the First Age are able to use High Level and High Statistic rules
from Lords of Middle Earth (8.0 and 9.0).

High Stats: Characters in MERP have a normal stat maximum of 102, but characters in
the First Age may have stats higher than 102. Characters in the First Age live in the
Dawn of Arda, at the Beginning of Time, and the life force of creation is still strong.
Characters may use their inherent stat bonuses when they are generated to exceed the
normal MERP maximum of 102, and may attempt to increase their stats above 102
each time they achieve a new level.
Stats Above 102
Stat Bonus Normal PP Level Maia/Valar PP Level
100 25 3 3
101 30 3 3
102 35 4 4
103 40 4 5
104 45 5 6
105 50 5 7
106 55 6 8
107 60 6 9
108 65 7 10
109 70 7 11
110 75 8 12
111 80 8 13
112 85 9 14
113 90 9 15
114 95 10 16
115 100 10 17
116 105 11 18
117 110 11 19
118 115 12 20
119 120 12 21
120 125 13 22
120+ +5/stat +.5/stat point +1/stat point

High Level Equipment Generation: High level characters may have accrued powerful
items during their adventures, above and beyond what they may obtain from the basic
MERP background options chart. Players may opt to spend two background points to
roll on the High Level Equipment Generation table.

To determine the table result, use the following formula: [(1d100-50)/5 ]+ 10+ modifier =
table result. Modifiers include: +3 for Elves, +1 for Beor and High Men, -1 for
Bor/Easterlings and Haleth, -5 for Druedain.
Equipment Generation Chart

Races of Man
PR Item Characteristics
41-50 +30 bonuses; x6-x8 spell item; special traits; an artifact
30-40 +20 armor/shield; +25 other bonuses; x5-x6 spell items; special traits
20-29 +15/+20 bonuses; +5 or +6(with special traits) or x3-x5 spell items; other
items with special traits/spells; might have single +30 item but few others
13-19 +10/+15 bonuses; x2-x4 or +3 or +4 spell items; +10 item of slaying;
spell casting items should be appropriate to level
6-12 +5/+10 bonuses; x2-x3 or +3 or +4 spell items; might have a single item
of great ability (e.g. +15/+20 item, an Orc-slaying weapon, etc.)
4-5 +5 bonuses; x2 or +2 or +3 spell items; if spell casting or special items
are owned their powers/durations should be reduced
0-3 +0 bonuses; x2 or +1 or +2 spell items; perhaps a single +5/+10 items
PR Item Characteristics
61-70 +30 to +50 bonuses ; x8-x9 spell items; an artifact
51-60 +25 to +45 bonuses; x7-x8 spell items; artifacts; may possess a great
number of very potent items
36-50 +20 to +40 bonuses; x5 to x7 spell items; items may possess special
21-35 +15 to +35 bonuses; x4 to x6 or +7 or +8 spell items; some items may
possess potent special traits
17-20 +15 to +30; x3-x5 or +6 or +7 spell items; items may possess special
traits (eg Slaying Orcs, returning, etc.)
12-16 +10 to +25 bonuses; x3-x4 or +4 or +5 spell items (with special traits);
mass possess a single very powerful item and very few others.
7-11 +5 to +20 bonuses; x2-x4 or +3 or +5 spell items; may possess 2 or 3
special items.
0-6 +0 to +10 bonuses; x2-x3 or +1 to +4 spell items.
PR Item Characteristics
30-50 +20 to +30 bonuses; special traits; several potent items
21-29 +15 to +30 bonuses; some special traits; if many items are held they
usually will be in the +15 to +20 range.
16-20 +10 to +20 bonuses; one or two items with special traits.
11-15 +10 to +15 bonuses; one item with special traits.
7-10 +5 to +15 bonuses; mostly weapons and armor.
0-6 +0 to +10 bonuses; x2 or +1 or +4 spell items.
Elves `Quendi'
Elves are the Firstborn of Ilvatar. They are fair of face and noble in aspect. They are
perhaps the wisest of the races of Middle-earth. They live as long as the world shall last
unless they die of grief or are slain, when they are taken to the halls of Mandos. There
are three sub-species of Elves living in Beleriand: the Noldor, the Sindar, and the

Dwarves `Khazd'
The Dwarves were created by Aul the Smith before the coming of the Elves, because
he desired learners to whom he could teach his lore and his crafts. They are strong of
limb, and very resilient. They also live long lives but eventually do die.

Men `Edain'
Men are the Secondborn of Ilvatar. They live brief lives and die of old age, and their
gifts are lesser than the Firstborn, however (or therefore) they are the only truly `free'

Orcs `Yrch'
Bred in the depths of time by Morgoth, twisted and corrupted from tortured Elves, Orcs
are almost everything the Elves are not, foul and unlovely, cruel haters of all life.

Werewolves `Gaurhoth'
Werewolves are dread spirits in the form of great wolves, not the shape-changers of
popular fancy. Favored servants of Sauron.

Great Hounds Huanor

The Great Hounds, like Huan the Hound of Valinor, are intelligent canines akin to an
Irish Wolfhound, and while few in number, are a powerful race whose mortal enemies
are the Gaurhoth.

Great Eagles `Thoronath'

The Great Eagles of Manw, greatest and noblest of birds, aiders of Elves and Men
against Morgoth.

Great Spiders `Ungolath'

The Great Spiders are dread monsters, the foul spawn of Ungoliant, which haunt the
Nan Dungortheb.

Ents `Onodhrim'
The Ents were created by Ilvatar at the behest of Yavanna, who feared that the
Children of Ilvatar and Aul would destroy the forests she had created, in order to
protect them. They are treeish Giants in aspect and typically move very slowly.
Dragons `Urulki'
The fire-breathing Dragons are, after the Maiar who serve him, Morgoth's mightiest
servants. They are great reptilian beasts covered in protective, armor-like scales.

Balrogs are fallen Maiar who serve Morgoth, dread demons of fire and darkness. After
Sauron they are the mightiest and most terrible of Morgoth's servants. Their lord is

These are the lesser of the Ainur, the Powers of Arda.

These are the Great Ainur, the most powerful of all Ilvatar's creation.


Description The appearance of the Quendi.

Sundering The relationships of the various Quendi.
Noldor What these least populous folks were like.
Sindar Most numerous in Beleriand which they founded.
Laiquendi They came along too. Also known as Green Elves.


The Elves are the Firstborn Children of Ilvatar (Q: The Father of All) and He gave them
being and life within the Halls of E, specifically in Arda, the World. The Firstborn were
created closer in semblance to the Valar, which is to say their spirits and bodies are
immortal and bound to the Earth to thrive or decline as it does. This virtue can be either
a blessing or a curse, for though the Elves are immune to disease, poison and old age,
they can be killed by physical means or simply live so long; they become exhausted by
the burden of life. But, in dying at last, they are not permitted to leave Arda, as the
Edain may, but instead, are eventually reincarnated to live again. So, true rest and
peace after a hard existence isn't their Fate, according to the will of Ilvatar.

By the shores of Cuivinen (Q: Waters of Awakening), the Elves first woke from the
sleep Ilvatar placed on them. At this time, there was no Sun or Moon, but only the
Stars created by Varda, the Vala of Light. Therefore, the first thing the newly wakened
Elves saw were the stars shining above in the darkened sky. For this reason, among
others, they are called the Eldar, or People of the Stars and they revere Varda above all
other Valar. But, as the first of living things with a speaking voice, they called
themselves, Quendi, or, the Speakers. This is the general name for Elves on Beleriand,
the Species name, which can be further divided as will be explained.

The name `Eldar', though first given to the whole Species of Elves, later came to mean
only those who followed the Vala Orom as he led the new people on the Great Journey
into the West. The History of the Valar and their first meeting with the Elves is noted in
other NEWS files. For now, we will concentrate on the Sundering of the Elves, the
reason there are Sub-species and the differences between them. As noted, the first
division of the Elves occurred when the majority followed Orom into the West and they
retained the name Eldar. It is from this group that the characters for role-play on
Beleriand are available. The remaining group were called `Avari', meaning, `the
Unwilling' and they, so far, are not available for role-play. The Eldar, to add to the
confusion, are further divided into the Sub-species: Vanyar, Noldor, and Teleri. Let's
take a look at them.

The Eldar are sub-divided as follows:

Vanyar: The followers of Ingw. Also called the Fair Elves. They are most loved by
Manw Slimo. This is the smallest tribe, all of them having gone to Aman. None of the
Vanyar are in Middle-earth, so, are not available for role- play in Beleriand.

Noldor: The followers of Finw. Also called the Deep Elves and the High Elves. Their
love for gems and beautiful things crafted by their own skill eventually led them on the
road to pride and arrogance. They are most hated by Morgoth, the Dark Enemy of the

Teleri: the followers of Elw and Olw. Also called the Sea Elves and the Singers. They
were the largest tribe of Elves and are even further divided.

See `Sundering' for more information.


The Quendi are similar to the Edain in appearance, though they are usually taller and
less bulky than the Secondborn. Since their bodies and spirits were made closer in
nature to the Valar, they are usually more hardy and stronger, as well, though on an
individual basis, these qualities might vary. Even among the Quendi, there are
differences. Elves who went to Aman and lived under the influence of the Two Trees,
the Light that was before Sun or Moon, are even taller than those Elves who never
came to Valinor. Generally, elves have the normal range of hair and eye color, though
these hues would be richer and more vibrant than these same traits among Humans or
Dwarves. Elvish ears vary in form, but generally are more `leaf-shaped' than Human
ears. Their eyes are more `almond' shaped, though not completely, and tend to be of
the normal colors, as well. Remember, however, that those Elves who lived in Aman
could have more unique eye color, due to the influence of the Light of the Trees.
Perhaps brighter colors than those who did not see this Light.

A more specific description for each Sub-species of Elves can be found under the
topics: Noldor, Sindar and Laiquendi. Keep in mind when you are considering your
description that in all cases, a description that is within the boundaries of the theme of
the Silmarillion is preferred. For example, to describe a Laiquend, one should choose
the normal ranges of hair color, such as brown, to sandy brown, while avoiding `green'.
Though Laiquendi are a type of `Wood Elves', they never had green hair.


Please take note of the following table. It shows the breakdown of the Sundering of the


/ \


/ \


/ | \ /


\ /


\ /


As noted above, the Calaquendi, or `Elves of the Light', were the Vanyar, Noldor and
those Teleri who actually journeyed to Aman. These Quendi lived in the Light of the Two
Trees and prospered from this radiance. The Moriquendi, or `Elves of the Darkness',
never dwelt in Aman, receiving none of this beneficence. This group of Quendi included
the Nandor, and the Laiquendi; and, they, along with the Sindar, also were called,
manyar, or `Not of Aman'.

The Noldor are called the Deep Elves and they love all things made by hand with skill.
They prefer to live in halls of stone that have been designed according to their own
desires, and to dwell in highlands or hills. They were friends and students of the Vala,
Aul, and they learned much from him concerning crafting and lore. They take delight in
languages and scripts, embroidery, drawing and sculpting. The Noldor were the first to
discover how to create gems and are master smiths unsurpassed save by their teacher,
Aul. In appearance, the Noldor are tall, have intense, shining eyes and usually have
dark or even raven hair. The Silmarillion index states of Finarfin, ``Alone among the
Noldorin princes he and his descendants had golden hair, derived from his mother Indis,
who was a Vanyarin Elf.'' (Of course Fingolfin was also Indis's son - apparently,
however, golden hair, at least among Noldorin `princes' was peculiar to only Vanyar
Elves and some of their descendants.). They tend to dress in a courtly manner, or at
least in an elegant, noble style and are fond of wearing jewelry and gemstones of many


The Sindar are called the Grey Elves or the Elves of the Twilight, since they never came
to Aman, yet, they have seen the Light of the Trees in the persons of Thingol, their King,
and Melian the Maia, their Queen. They are remnants of the Teleri who lingered on the
shores of Beleriand and are further divided as those who dwell still on the shores at the
Falas, and those who live in Doriath. They prefer to live in forests or along the coasts in
structures made from the surrounding region, some of which may actually be up in the
trees. They were most loved by Oss, a Maia of the oceans and they learned
shipbuilding and watercrafting and singing from him. Of all the Eldar, they have the
fairest voices. Under the tutelage of Melian and Thingol, they soon surpassed all the
Elves that yet remained in Middle-earth in skill and wisdom, until the return of the
Noldor. The Sindar are tall and have a wide range of hair and eye color. They tend to
dress in a practical manner and are not overly concerned with possessions or


The Laiquendi are called the Green Elves of Ossiriand and are a remnant of the
Nandor, who were themselves, a sundered tribe of Teleri who turned aside from the
Great Journey into the west. They chose to go no farther and populated the Vales of the
Anduin in the East. After many long years, a part of these people chose to continue the
journey and they came west into Beleriand and settled the Land of Seven Rivers. They
were welcomed as kin by Thingol and they acknowledged his rule over Beleriand. In
appearance, they are similar to the Sindar, but less tall and less `wise'. They are indeed,
Moriquendi, meaning they have never seen the Light of the Trees. Their homes are
usually in the trees and hidden. Of all the Eldar, they seem to be closest in harmony
with the natural world, and their attire and possessions have a more `rustic' appearance
as a result.

The Laiquendi are renowned archers and hunters, their skills easily surpassing even the
more aggressive Noldor in this regard.


Unlike Elves and Men, the Dwarves were not the direct creation of Ilvatar. Aul, the
Vala Smith, in his impatience for the coming of the Children of Ilvatar, and yearning for
beings other than himself that he could love and teach, made the Seven Fathers of the
Dwarves secretly, under the mountains of Middle-earth. Ilvatar forgave Aul for his
presumptuous imitation, seeing his sincerity and true desire, and He gave the Dwarves
spirits of their own and blessed them. Thus they became the Third Children of Ilvatar,
the children of His adoption. Ilvatar prophesied, however, that there would be strife
between the Children of his Choice and the Children of his Adoption. Aul set the Seven
Fathers to rest underneath the mountains of Middle-earth, in far-sundered places, so
they might not awaken before the Elves.

Aul was well aware of the threat Melkor posed to his creation. He made them,
therefore, extremely strong, short (four and a half to five feet tall) and stocky, resistant
to fire, and hardier than any other race. Unswerving and proud, Dwarves can not be
dominated by another will, and never forget a wrong or a debt. As the children of Aul,
Dwarves are naturally attracted to substances, to the depths of the earth, and to crafts;
they are great miners and craftsmen and work wonders with stone, metal, and jewels.
Their greatest flaws are a tendency toward wrath, possessiveness, and gold-lust.

Dwarves live about 250 years and marry around the age of 100. Few females are born
among them, and these look to non-Dwarves just like male Dwarves. All Dwarves wear
beards, even from birth. Dwarven society is male dominated, and rarely do Dwarven
women go to war or wander far abroad, for they are few and the continuation of the race
depends on their safety. Although like mortal Men the Dwarves do die of old age, like
the immortal Elves they do not leave this sphere, and are gathered into the Halls of
Mandos. The Elves, however, claim that the Dwarves have no life beyond Arda and the
death of their bodies.
In battle the Dwarven hero has a definite advantage. Tolkien says that Dwarves are
``the finest warriors to pit against the Orcs,'' and ``the most redoubtable warriors of all
the Speaking Peoples'' (Elves, Men). Their disadvantage chiefly lies when facing foes
greater than Elves or Men: Ents, Dragons, Balrogs, and such. Against such foes Men
and Elves are generally more successful. Dwarves exhibit no magical powers save in
their crafts. They are known to have crafted magical weapons and items, as well as
magical doors and other subtle mechanisms.

The Dwarves call themselves Khazd. The Sindarin equivalent is Hadhod, though by far
their most common name is Naugrim (singular: Naug), or related forms. Another Elvish
form is Gonnhirrim, meaning Masters of Stone. The language of the Dwarves is
Khuzdul, Dwarvish, which was taught to the Fathers by Aul himself, whom the
Dwarves name Mahal.

The Dwarven Fathers awoke not long after the Elves. Dwlin, Father of the
Broadbeams, and Thrr, Father of the Firebeards, awoke beneath Mount Dolmed in the
Blue Mountains (the Ered Luin), which serves as the eastern border of the land called
Beleriand. To the north of Dolmed the Broadbeams founded Belegost, or Gabilgathol in
their tongue, the Mickleburg, the Mighty Fortress. To the south, the Firebeards built
Nogrod (Novrod), Tumunzahar in their tongue, the Hollowbold or Hollow Delving.

The remaining Fathers awoke far to the east and south of Beleriand, and come little into
the tales of these days. Durin, the Eldest, and Father of the Longbeards, awoke alone at
Mount Gundabad in the north of the Misty Mountains (the Hithaeglir, east from
Beleriand). Gundabad still serves as the worldwide capital for the Dwarves, who all
remain in communication with each other, but by our time the chief mansion of the
Longbeards is south of Gundabad beneath Zirak-Zigil, and the city is called
Hadhodrond, or Khazad-dm, the Dwarf-mansion.

Both the folks of Belegost and Nogrod have pretty good relations with the Noldor, as
they share with them the reverence for Aul, teacher of the Noldor. In particular, the
Dwarves of Belegost are staunch friends of all the Elves, especially with Thingol of
Doriath, for whom they built Menegroth his stronghold (for pay). The Broadbeams are
also of great help to the Elves in battle against Angband, great allies of Maedhros and
trustworthy. Azaghl is their mighty king.

The Dwarves of Nogrod, however, are less friendly with the Elves than are the Dwarves
of Belegost. The Firebeards have among them the greatest smiths in Middle-earth,
including the great Telchar. And while they aided the Elves in many great works,
including the building of Nargothrond, and often have dealings with them, it is only when
they themselves can get profit out of the dealing. In them may more clearly be seen the
prophecy of Ilvatar concerning this race, though at our time period there have been no
serious quarrels with the Elves.

The Dwarves of the two great mansions of the Blue Mountains are called the Great
Dwarves, as a comparison to the other sub-race of Dwarves in Beleriand: the Petty-
dwarves. Their tale is a sorrowful one. Exiled from Nogrod or Belegost in the far past,
perhaps for some dark crimes none can remember, they were the first to wander
Beleriand. Their dissimilarity with the Great Dwarves became greater over the years, for
they became smaller, and hunched, and wild-haired little creatures. So it is that, when
the Elves came into Beleriand, they hunted these unknown beasts, for long not
recognizing their relation to the Great Dwarves of the Mountains. But then they left the
``Nibin-noeg'' alone.

The Moors of the Petty-dwarves, between the vales of Narog and Sirion, was the area
they particularly settled. There, in the crown of the hill Sharbhund (later called Amon
Rdh by the Elves), they delved Bar-en-Nibin-noeg. Yet their chief mansions were at
Nulukkhizdn, the Caverns of Narog. But the Elves, wishing to inhabit that place, drove
them away, and built Nargothrond there. At our time there are not more than a few
dozen Petty-Dwarves left, taking refuge at Sharbhund. Now, while less great than the
Great Dwarves, the Petty-dwarves are still very proud and possess their own dignity.
They too have had their Dwarf-lords. They hate Elves and Orcs alike, and feel very little
kinship with other Dwarves.



Bor The folk of Bor, who dwell in Dorthonion.

Haleth Led by Lady Haleth, these folk live in Brethil.
Marach The most numerous, they serve Fingolfin in Dor-lmin.
Easterlings The last groups to enter Beleriand.
Dredain An almost wholly alien group of humans.


Humans are referred to in relation to Elves as the ``Second-born'', for they arose much
later in the history of Arda. Little is known of the course of events the human folk
experienced in their journey from far to the East of Beleriand, where they awoke as the
Sunlight of Arien first dawned on Middle-Earth. In the East they had been befriended by
Avari and Nandor Elves, from whom they learned some speech and music. The Edain
had also dealt, not always in a friendly manner, with Dwarves in the East. But it was not
until humans first crossed the Ered Luin mountain range where they would later be met
and befriended by Finrod Felagund, that their lives became wound in with the events of
Beleriand, where they would settle in various lands. After arriving in Beleriand from the
East, their fortunes would be closely bound with the fate and deeds of the First Age.
The humans known as Edain (or singularly Adan), who are in some places also known
as `Fathers of Men' or `Elf-friends' were the first to enter Beleriand. They entered in
three groups: First came the Borians, who would later settle in Dorthonion, then the
Haladin (who brought with them the Dredain), who after nearly being wiped out by
Orcs would follow their leader Lady Haleth to settle in the Forest of Brethil. The
Marachians entered Beleriand last. They were the most numerous, and would
eventually settle in Dor-lmin. Many years later, another distinct group, the Easterlings,
would find their way into Beleriand, and at first dwell amongst the folk of Fanor's sons.


The first of the three groups of humans who comprise the Edain to enter Beleriand were
those who followed their chieftain Balan, who later took the name of `Bor' (Quenya:
`Vassal') because of his devoted service to Finrod Felagund. It was Finrod who first
befriended these people, and settled them first in the region named Estolad (Q:
`encampment'), and then in later years Dorthonion (Q: `Land of Pines'), where other
Noldorin Elves of the House of Finarfin dwelt. Of their appearance and demeanor,
J.R.R. Tolkien writes: ``The People of the House of Bor were dark or brown of hair;
their eyes were grey and keen and their faces fair and shapely. Lithe and lean in body,
they were long-enduring in hardship. Of all Men they were the most like the Noldor and
most loved by them; for they were eager of mind, cunning-handed, swift in
understanding, long in memory...''

A Beor character will use the Dunedain Racial Template.


Second of the Houses of the Edain to enter Beleriand were the Haladin. Like the Bor
who had entered before them, these people also were a loose-knit group of clans who
apparently had few or no real leaders. Because the Green-Elves of Ossiriand were
unfriendly, the Haladin passed north into Thargelion, the country of Caranthir son of
Fanor, where for some fifty or sixty years they had peace. But Morgoth, seeing that he
could not with lies and deceit wholly estrange the Elves and Men, was filled with wrath
and was determined to do Men what hurt he could. He sent an Orc force to assail their
settlement, and the Haladin rallied together under the leadership of the brave and
fearless Haldad. He had twin children: Haleth, his daughter, and Haldar, his son; and
both were valiant in the defense. But Haldad would be slain in a sortie against the Orcs;
and Haldar too as he came to his fathers defense.

It was left to Lady Haleth to gather the remnants of the Haladin, and make Westwards.
Briefly they dwelt in Estolad, yet yearning to go forth again, did at last make it through
hardship and loss to the Forest of Brethil. That land was on the western edge of the
Kingdom of Doriath, ruled by Thingol, who grudgingly bequeathed the land to the
People of Haleth by the grace of Finrod Felagund. As a people, the Haladin were
somewhat shorter and broader than the Bor. Yet many of them, including the line of
Haldad and the Wardens of Brethil, were as tall and strong as any of the Edain. In times
of need, even their women, of great heart and strength, would take arms and fight
alongside the men. Their excellence at forest warfare strikes fear into the Orcs, who
dare come hither at great risk, and so the Kingdom of Nargothrond, where Finrod
Felagund reigns, is further protected.

A Haleth character will use the Woodman Racial template, save their lifespan is 90-195
years. A few of the line of Aradad are close to the spirit of Orom and may exhibit the
ability to take the form of a Great Bear. A Aradad character will use the Beorning Racial


The Marachians were the last of the Houses of Edain to enter Beleriand. They were the
most numerous and best organized, following their chieftain Marach. They too would
settle first in Estolad where some folk of the Bor and Haladin were. Eventually they
would make their way to Hithlum, amidst the folk of Fingolfin. It was there that Hador
Lrindol, great-grandson of Marach, entered into the household of Fingolfin, who loved
him so that he gave to Hador the lordship of Dor-lmin, and into that land Hador
gathered his folk and became the mightiest chieftain of the Edain. Of their appearance
and demeanor, J.R.R. Tolkien writes: ``Many of [Hador's] people were like to him,
golden-haired and blue-eyed; they were tall and strong, quick to wrath and laughter,
fierce in battle, generous to friend and to foe, swift in resolve, fast in loyalty, joyous in
heart, the children of Ilvatar in the youth of Mankind.''

A Marach character of the line of Malach or Hador will use the Rohirrim Racial template,
save their lifespan in 90-195 years. A Marach character of the line of Magor will use the
Dunlending racial template.


These peoples were diverse in many ways from the Edain who entered Beleriand some
hundred and more years before them. Tolkien describes them as ``short and broad,
long and strong in the arm, and grew much hair on the face and breast; their locks were
dark as were their eyes, and their skins were sallow or swart. But they were not all of
one kind, in looks or in temper, or in tongue. Some were not uncomely and were fair to
deal with; some were grim and ill-favoured and of little trust.'' It was the folk of Br who
were of those most honourable and trustworthy, and they dwelt in Thargelion and other
areas under the rule of the sons of Fanor. The tribes of Ulfang and Lorgan, however,
would prove treacherous and serve Morgoth, though even he would betray them. In
later years these people would be forcibly settled in Dor-lmin, after the fall of Hador.

An Easterling character will be of the folk of Bor, and will use the Easterling Racial


These were a people of a wholly different kind than any of the Edain. They traveled into
Beleriand along with the Haladin, and in the Forest of Brethil they lived, though they
never intermarried with the Edain.

J.R.R. Tolkien writes of them, ``To the eyes of Elves and other Men they were unlovely
in looks: they were stumpy (some four foot high) but very broad, with heavy buttocks
and short thick legs; their wide faces had deep-set eyes with heavy brows, and flat
noses... Their features were usually impassive, the most mobile being their wide
mouths; and the movement of their wary eyes could not be observed save from close at
hand.'' They were excellent trackers with keen senses, and learned in herb-lore and of
all living things almost to the extent of the Elves, though untaught by them. Even more
mysterious were their abilities to seemingly perform feats that easily could be perceived
as `magic'.

A Druedain character will use the Druedain/Woses racial template.


Currently (our game's setting) the Folk of Bor dwell still in Dorthonion. Their Lord is
Bregolas, a direct descendant of Bor. Their cultural centers are in the area about a
Rivil Fort and the Lake of Tarn Aeluin. To a greater degree than anywhere else in
Beleriand, Dorthonion faces the brunt of the forces of Morgoth. These hearty folk are
glad for the aid given by many of their allies.

The Haladin, or the Folk of Haleth as they are often currently known, dwell in the Forest
of Brethil which they defend steadfastly. The North-South road, which passes along
their western border, remains controlled by them and for the most part denied to the
forces of Morgoth. Their leader is Halmir, whose position is known as Warden of Brethil.
Aid such as they can muster has been sent to their distant cousins in Dorthonion.

The Marachians, or the House of Hador as they are currently known, flourish in the land
of Dor-lmin, in close friendship to the Elves of Mithrim. For now their land is less in
peril and they have sent a large contingent in assistance of the defense of the central
portions of Beleriand.

Easterlings, very few in number, dwell in the lands of Thargelion and Himring, in service
to the sons of Fanor.

The Dredain, numbering only in hundreds, dwell in secret somewhere in Brethil and
come but seldom into events outside the forest.


The Great Hounds of the Valinor are an intelligent race of massive canines who came to
Middle-earth from the Blessed Realm, and were the companions of Orom, the
Huntsman of the Valor. Orom is the greatest of all the Rangers, and is known as Araw
to the Elves, and is revered as Berma by the races of Man. In Elder Days Orom
hunted the monsters that came forth from Morgoths breeding pits. The Great Hounds,
or the Huanor, were bred by the Vala to hunt and slay the servants of Morgoth, and a
Huanor often accompanied Orom on his extensive travels and his many hunts of
Morgoths fell creatures. The Huanor are massive hounds who may grow to the size of a
small pony, and are more than a match for any Guarhoth who gets in their way. The
Huanor believe that one Huanor a lifetime is born as the Huan, or the Great First Hound
of the Valor, and to this Hound all respect is paid. They resemble a mix of Great Dane
and Irish Wolfhound, and their fur is usually a deep russet brown, with eyes ranging
from brown to amber and occasionally a bright blue. As intelligent as any human
being, they are often mistaken for simple, if large dogs. They are few in number, and
often live in small packs, preferring their own company to that of others in their many
hunts of Morgoths beasts. They may, however, venture forth to mingle with the other
races of Middle Earth, and upon rare occasion give their loyalty. Their loyalty, once
given, is total (unless betrayed) and for life. Be warned, their enmity is also total!

A Huanor character will use the Huanor Racial template.

Build: Physically strong and quick, they are the largest of all Canines, and may grow to
the size of a small pony and mass 500-700 pounds.
Coloring: They resemble a mix of Great Dane and Irish Wolfhound, and their fur is
usually a deep russet brown, with eyes ranging from brown to amber and occasionally
a bright blue.
Endurance: The Great Hounds may take the trail for a week before requiring rest.
Lifespan: 150-300 years
Resistance: High
Special Abilities: Wild animals will not attack a Huanor unless provoked, and the
Huanor may also sense the emotions of beasts. Their keen senses may also be used to
track prey across great distances.

Fears and Inabilities: They usually shy away from civilized areas, and prefer the
company of Elves to that of Man.
Lifestyle: Huanor traditionally live in small packs led by a mated Alpha pair, and
typically reside in the Tuar-en-Faroth and the Forest of Brethil. They have a rich oral
history that reaches back to Aman and Valor, full of tales of heroic struggle against
Morgoth. Huanor reaching maturity will often leave the pack for a Great Hunt to prove
themselves against the beasts of Morgoth before returning to their home pack, or
choosing to join another and mate.
Marriage pattern: Monogamous. Huanor will mate for life, and they trace their line
through either parent (Dam or Sire) depending on the level of fame of the parent.
Religion: They revere their patron Vala Orom, but have no formal or organized

Demeanor: Huanor are gregarious by nature and prefer the company of others, though
they do not typically have much liking for civilized areas. While capable of speech in the
tongues of the Children of Iluvatar, they generally prefer to remain silent and express
themselves through body language and vocal sounds. Huanor are fierce in combat, and
will show no mercy to the servants of Morgoth.
Language: In addition to their own tongue (Huanoric a system of dog-like growls,
body language and empathy), Huanor generally know Sindarin (Rank 4) and Sylvan
Elvish (Rank 3), in addition to Westron and the system of Nature-signals called Waildyth
(Rank 5).
Prejudices: Huanor will generally avoid wearing armor of any type, and many will
refuse to wear collars even those crafted for use as spell adders and other uses.
Huanor hate all of the creatures of Morgoth. While they will enjoy the company of Men
(who often assume them to be but large dogs), they generally prefer that of the Elves
whom they feel recognize them as equals. They would no more be attracted to a non-
Huanor than a Man would be to an Ape.
Restrictions on Professions: Huanor may only be Warriors or Rangers. They receive
an additional +1 per level on Body Development.
Restrictions on Skills: Huanor may not develop any of the following skills: Any
Weapon Skill (except Bite-Bi and Paw-Ra STR based skills), Ride, Climb, Pick Lock,
Disarm Trap, Boat Handling, Caving, Contortions, Cookery, Gambling, Rope-mastery,
Trickery, or any Craft Skills. They may develop verbal and expressive Artistic Skills,
Athletic Skills, and Spells that do not call for opposable thumbs, walking on two legs, or
digital/hand-eye manipulation.
Combat Table Modifications: Huanor 5th level and under will attack as a Large
creature, and suffer Regular criticals. Huanor 6th level and above will attack as a Huge
creature, and suffer Large criticals. Their speed is considered to be Very Fast, and their
tough fur and hide given them the equivalent of Rigid Leather.

Outfitting Options: Huanor have little use for crafted things, though they may
appreciate artifacts of war or magic crafted into collars. They further have no need for
money, and see little attraction to worldly possessions.

Background Options: Due to their isolated upbringing and ties to the Valor, Huanor
only receive 3 background points. No items casting Essence spells or enhancing
Essence-using abilities are available.
Stat Increases: Any stat may be increased.

Huanor Adolescence Skill Rank Table

Movement & Maneuver Skills

No Armor 2
Soft Leather 0
Rigid Leather 0
Chain 0
Weapon Skills
Paw 3
Bite 3
General Skills
Swim 2
Subterfuge Skills
Ambush 2
Stalk/Hide 4
Magical Skills
Read Rune 0
Use Item 0
Perception 4
Body Development 5
% Chance of Learning a Spell 5
# of Additional Language Ranks 6
# Background Options 3
Special Racial Modifications Table

Race ST AG CO IG IT PR Essence Channeling Poison Disease Background

Dwarf +5 -5 +15 0 -5 -5 +40 0 +10 +10 4
Half-Elf +5 +5 +5 0 0 +5 0 0 +5 +50 3
Green Elf 0 +10 0 0 +5 +5 0 0 +10 +100 4
Sinda Elf 0 +10 +5 0 +5 +10 0 0 +10 +100 3
Noldo Elf 0 +15 +10 +5 +5 +15 0 0 +10 +100 2
Beor +5 +5 +10 0 0 +5 0 0 +5 +10 3
Haleth +5 0 +5 0 0 0 0 0 +5 +5 5
Aradad +10 +5 +10 0 0 0 0 0 +5 +5 5
Meleth- +5 0 +5 0 0 0 0 0 +5 +5 5
Meleth-Magor +5 0 +5 0 0 0 0 0 +5 +5 4
Bor +5 0 0 0 0 0 0 0 +5 +5 4
Drudedain 0 0 +5 +5 0 -5 +20 0 +10 +10 5
Huanor +35 +10 +15 -5 0 0 0 0 +30 +50 3