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Dwarf
Dwarves
The Dwarves and decendents of Seven Fathers, the original lords crafted from the earth by the Valar Aulë. He is the Smith of the Valar, the giver of mountains and master of crafts, and the Dwarves call him Mahal (kh. "Maker"). They were crafted first, but Eru forced his servant Aule to delay their awakening until after the coming of the Elves and Men. Following their birth the Seven Kings formed tribes on their lines and separated. Although these Seven Tribes have since spread across Middle-Earth, they have remained close and have spawned a universal reputation for ruggedness, practicality, and unwavering loyalty. Most groups favor the rocky highlands and deep caverns of the mountains, for the Dwarves, perhaps more than any race, remember their origins and heritage.
Physical Character
Build: Short, stocky, strong, with exceptionally strong limbs. Males average 150 pounds; Females 135 pounds.Coloring: Black, red or dark brown hair. Fair to ruddy complexion.
Endurance: Tremendous. They can carry great burdens over long distances with little rest.
Height: Males average 4'9"; Females 4'5".
Lifespan: 200-400 years.
Resistance: Resistance against flame and ice +30DB and RR bonuses verses heat and cold attacks.
Special Abilities: Dwarves see well in extreme darkness. In the dimmer light they can see 50' perfectly, and in fairly well up to 100'. They can see 10' in total darkness (non-magical).
Culture
Clothing & Decoration: Beards, sometimes braided, Long hair, Heavy garb with colorful hooded cloaks, Crenelated trimwork is popular.Fears & Inabilities: Open water and the vala Ulmo (Lord of Waters). They do not normally swim (-50 to swimming maneuvers).
Lifestyle: Dwarves are superb miners and craftsmen, and unsurpassed stoneworkers. They live in tightly-knit groups and favor underground cities which are usually cut into rugged hills and mountains.
Marriage Pattern: Monogamous. Only a third of the race is female. The line is traced through the male.
Religion: Dwarves believe that each lineage has a common spirit which permeates them all and ties them together. They revere their ancestors above all other things but Aulë their maker, and believe that is each King exists a part of his predecessors. Those of "Durin's Folk," the dwarves of Moria and the highlands of Wilderland, believe their Kings to all be one Dwarf - Durin the Deathless.
Other Factors
Demeanor: Sober, quiet, possessive, suspicious, pugnacious, introspective, and often very greedy. Tenacious warriors, they fight without quarter and never retreat. Each Dwarf treats his kind as brothers and non-Dwarves 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, honor them to the letter. The old adage is true: "no friend every did a Dwarf a favor, no enemy a wrong, without being repaid in full."Languages: Starting Languages: Among themselves, Dwarves speak Khuzdul (Rank5), a guarded tongue know by virtually no one but themselves. When in public or about in the wild, Dwarves speak Westron (Rank 5), the Common Speech, or one of the Elvish tongues: Bethteur (Rank 3) or Sindarin (Rank 3). Skill Development: Dwarves also have the opportunity to learn Atliduk (Rank 3), Dunael (Rank 1), Logathig (Rank 3), or Nahaiduk (Rank 3).
Prejudices: Orcs, Wargs, and Dragons are the sworn enemies of all Dwarven-kind. 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.
Restrictions of Professions: No Dwarven mages or Bards. Taught and blessed by the Vala Smith Aule, Dwarves practice a plain, practical Earth-magic. They know spells and enchantments, but generally scoff at the ways of the Elves or other conjurers, preferring instead to use such powers in the making of permanent physical items. Traditional mages and Bards are unheard-of; instead they produce alchemists and engineers.
Outfitting options
Weapons: Dagger, handaxe, short sword, club, war hammer, mace, crossbow, battle-axe, spear. RM options: throwing axe, heavy crossbow, light crossbow, war mattok, pole arm.Armor: Any. Dwarves favor chain mail. Lamellar (treat as Chain -5 vs. melee, +5 vs, missile) and scale (treat as Plate) are also available. Target shields (+20 vs. melee, +10 vs. missile, half normal weight) and wall shields (+30 vs. melee, +40 vs. missile, 2x normal weight) and popular.
Clothing: Outer garb: detachable hood with flaps sewn into it, permitting the face to be covered; heavy cloak fastened with a decorated brooch; tall boots of heavy leather; these garments are bright solid colors-scarlet, forest green, indigo blue, golden yellow, royal purple. Inner garb: a leather jerkin or woolen tunic of deep hue (maroon, pine green, navy blue, brownish black); close-fitting trousers of deep-hued leather or wool; shoes or inner-boots of soft leather.
Money: 2 gold pieces or a gem (aquamarine, topaz, garnet, peridot, spinel) of comparable value.
Background Options
Dwarves get four background options.Special Abilities: Replace the range 56-60 with: ability to sense the presence mechanical traps 50% of the time (GM should have the player roll dice without telling the reason whenever he or she knows the character is proximate to a trap). Replace the range 71-75 with: superior orienting abilities underground; character always knows the direction of true north and the approximate elevation of his or her location.
Special Items: Spell adders not available. Spell items must not contain spells from the following lists: Illusions, Spell Ways, Spirit Mastery, all Mage lists except Living Change, Controlling Songs, Calm Spirits, Sound/Light Ways, Creations, Light-stones or rune-keys are available. Any weapons will be of superior workmanship and forged of steel.
Extra Money: 1-200 gold pieces or a gem (emerald, amethyst, ruby, sapphire, diamond) of comparable value.
Hobbies: Primary Skills: moving & manoeuvring in any armor, 1-handed concussion weapons, 2-handed weapons, pole arms, use item, disarm trap, perception, body development. Secondary Skills: caving, contortions; Artistic Skills: instrumental music; Craft Skills: smithing, trap building; Influence Skills: public Speaking.
Stat Increases: Only Constitution and Strength may be increased by 2. All other stats may be increased by 1 at most.
Extra Languages: In addition to the tongues listed above, a Dwarf might in unusual circumstances learn: Adunaic (Rank 2), Apysaic (Rank 2), Labba (Rank 2), or Umtic (Rank 3)
Race Bonus
ST: +5 AG: -5 CO: +15 IG: +0 IT: -5 PR: -5 Essence RR: +40 Channelling RR: +0 Poison RR: +10 Disease RR: +10Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 1 Chain: 31-H Edged: 0 1-H Concussion: 4 2-Handed: 0 Thrown: 1 Missile: 0 Pole-Arms: 0
Climb: 1 Ride: 0 Swim: 0
Ambush: 0 Stalk/Hide: 0 Pick Lock: 1 Disarm Trap: 1
Read Runes: 0 Use Item: 0
Perception: 2 Body Development: 3
% Chance of Learning a Spell List: 3%
# of Additional Language Ranks: 4
Umli
Umli
The Umli live in the Far North of north-central Middle-Earth, east of the Lossoth. They are a race of short folk who apparently came from an ancient union of Men and Dwarfs. Legends call the Half-dwarfs.
Physical Character
Build: Strong and compact, with large features and considerable facial hair. Males average 150 pounds; females, 135 pounds.Coloring: Ruddy skin and red hair, which penetrating pale blue eyes.
Endurance: Exceptional in cold climes; average in in temperate areas; poor in warm or hot climates.
Height: Males average 4'9"; females, 4'5".
Lifespan: 100-200 years.
Resistance: Umli have +30 DB and RR bonuses versus cold/ice attacks and -15 DB and RR bonuses verses heat/fire attacks.
Special Abilities: Umli need sleep but three hours a day. In the cold (below 35°F), they halve any encumbrance penalties; above 90°F they suffer double encumbrance penalties.
Culture
Clothing & Decoration: Fur-lined skin coats, shirts, pants, boots, and hoods.Fears & Inabilities: None.
Lifestyle: Hunters, gatherers, and fisherman, they move from site to site depending on the season. Most reside in caves of under-ground settlements. Many mine, and the Umli are accomplished smiths and artisans.
Marriage Pattern: Monogamous. The line is traced through the male.
Religion: Somewhat formal. They worship Eru and the Valar, and revere Aulë (who they call Mahlic) above all others.
Other Factors
Demeanour: Possessive, persevering, stubborn, fierce, and yet quiet.Language: Starting Languages: They speak Umitic (rank 5). Some Umli know a little Labba (Rank 2), Westron (Rank 2), or Khuzdul (Rank 1). Skill Development: Umli also have the opportunity to learn : Logathig (Rank 2), and Bethteur (Rank 2).
Prejudices: They hate Dragons and Wargs above all other races.
Restrictions on Professions: None.
Outfitting Options
Weapons: Dagger, handaxe, short sword, club, war hammer, mace, whip, bola, composite bow, short bow, sling, battle-axe, flail, quarterstaff, javelin, spear. RM options: knife, war mattock, harpoon.Armor: any. The Umli favor rigid leather armour made from the pelts of the polar bear, northern elk, seal, or whale hide.
Clothing: Outer garb: long, fur-lined coat made from the pelts of the polar bear, seal, white fox, arctic hare, or snow lion; large leather hood with long , fur-lined "wings" that wrap around the neck as a scarf; soft felt or knitted cap of yarn spun from animal hair; heavy, fur-lined leather mittens over lighter, knitted liner-mittens; leather pants; heavy, thigh-high leather boots. 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.
Money: Goods which may be bartered or sold for coinage; a skin of spermaceti (important ingredient in ointments and candles) worth 20 silver pieces; 7 leaves of Darsurion (a leaf heals 1-6 concussion hits) worth 3 sp each; 4 seal pelts worth 5 sp each; or 10 carved trinkets of narwhal ivory worth 2 sp each.
Background Options
Umli get four background options.Special Abilities: All available. Replace range 91-93 with excellent memory; remembers spoken or written words exactly as heard or seen.
Special Items: All available. Most should be constructed from materials common in the Far North: hides, bone, wood, bronze, iron.
Extra Money: A selection of herbs (Arfandas, Edram, Jojojopo, Darsurion, Gefnul, Mirenna, Wionclamit, Arlan, Delrean, Melandar, Olvar, Febfendu, Atigax, Kathkusa, and/or Zur) wrth 1-200 gold pieces.
Hobbies: Primary Skills; moving and maneuvering in any armour, any weapon skills, tracking, any magical skills, stalk/hide, perception, body development. Secondary Skills: carving, foraging, rope-mastery, sky-watching; Artistic Skills: dance, storytelling; Athletic Skills: ice-skating, skiing; Craft Skills: bone-carving, leather-working, smithing, trap-building, wood-carving; Influence Skills: public speaking.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, Umli might in unusual circumstances learn : Black Speech (Rank 2), Nahaiduk (Rank 2), or Orkish (Rank 2).
Race Bonus
ST: +5 AG: +0 CO: +10 IG: +0 IT: -5 PR: -5 Essence RR: +20 Channelling RR: +0 Poison RR: +5 Disease RR: +5Adolescence Skill Ranks
No Armor: 1 Soft Leather: 3 Hard Leather: 3 Chain: 01-H Edged: 0 1-H Concussion: 3 2-Handed: 1 Thrown: 1 Missile: 0 Pole-Arms: 0
Climb: 0 Ride: 0 Swim: 1
Ambush: 0 Stalk/Hide: 1 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 2
% Chance of Learning a Spell List: 5%
# of Additional Language Ranks: 3
Half Elf
Half-Elves
Half-elves are a rare breed, the offspring of Men and Elves. While the Dúnedain, Corsairs, and Black Númenóreans 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 on Elven parent and on Mannish parent.
Upon reaching adult hood, a Half-elf must decide whether to live as a mortal Man on an immortal Elf.. Elrond of Rivendell chose the latter course, while his brother Elros – the first King of Númenor – opted for mortality. Those who become Men receive the Gift of Death and are not bound of Fate like their Elven kin.
Physical Character
Build: Strong and slender, thinner than Men but stouter than Elves. They have thin, angular features. Males average 190 pounds, females 135 pounds.Colouring: Fair, generally with brown or black hair and grey eyes.
Endurance: Considerable. Half-elves need 4 hours rest a day: sleep for mortals or meditation for the immortals.
Height: Males average 6’3”, females 5’11”.
Lifespan: Mortal Half-elves live 250-500 years.
Resistance: Half-elves are virtually immune to disease and natural illness. They have a +6 bonus against cold attacks.
Special Abilities: Half-elves can see extremely well in the dark. Under the moonlight or starlight they ca see perfectly for 500’. In other darkness situations they see as Elves do (50’ to 100’ if a light source is available).
Other Factors
Demeanor: Patient, reserved, considerate, balanced, mellow and thoughtfull.Language: Starting Languages: Most speak Sindarin (Rank 5) as their first tongue. They all known Westron (Rank 5) and some Quenya (Rank 3). Skill Development: Half-elves also have the opportunity to learn: Adûnaic (Rank 5) and Silvan Elvish, Bethteur (Rank 5).
Prejudices: Orcs are their sworn enemies.
Restrictions on Professions: None.
Culture
Clothing & Decoration: Varies, although it is generally well-made and beautifully and subtly adorned. Favored colours are deep blues and greens, greys and grey-greens, silver, and white.Fears & inabilities: None.
Lifestyle: varies, although they generally live in secluded retreats or havens, or among Elvenkind. Their culture is much like that of the Sindar, although they are constantly concerned with the ways of Men.
Marriage Pattern: Monogamous. The line is traced through the male or female.
Religion: Quiet, personal, and involving meditation. They respect Eru and the Valar and revere Varda and Oromë above all other. Those who live by the se hold Ulmo dear.
Outfitting Options
Weapons: Dagger, broadsword, long sword, war hammer, mace, morning star, composite bow, crossbow, battle-axe, flail, quarterstaff, two-handed sword, lance, spear. RM options: falchion, main gauche, rapier, dag, armored fist, heavy crossbow, wat mattock, bastard sword, boar spear.Armor: any. Half-elves are comfortable in plate, scale, and lamellar armor.
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 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 great silk lined with another lighter shade (sky blue, seagreen, pearl grey, white)
Females: light silk shift (Grey, white, or silver) worn under a form fitting gown of velvet, damask, brocade, or heavy silk (deep azure or Verdigris or a subtle pattern combining these tints) with a generous, flaring skirt; belt of silver, white gold, bronze or polished steel; slippers or angle 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 o 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).
Money: 20 silver pieces or Arnorian or Gondorian mint.
Background Options
Because of their strong cultural and racial ties, Half-elves only get three background options.Special Abilities: All available. Replace range 61 – 65 with: sympathy for the Free Peoples of Middle-earth; character senses when their enemies (minions of Sauron, either knowingly or unknowingly) are near (within 500 feet).
Special Items: All available. Finely wrought metals are a popular material for such.
Extra Money: 1 – 200 gold pieces or Arorian or Gondorian mint.
Hobbies: Primary Skills: moving and maneuvering in any armor, any weapon skills, ride, swim, track, any magical skills, ambush, stalk/hide, any miscellaneous skills. Secondary Skills: acrobatics, acting, animal handling, boat-handling, first aid, foraging, meditation, sky-watching. Artistic Skills: storytelling, instrumental music, singing. Athletic Skills: skiing, skating, sprinting. Craft Skills: fletching, sewing. Influence Skills: public speaking, diplomacy, leadership. Lore Skills: cultural/racial history, geography.
Stat Increase: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Half-elf might in unusual circumstances learn: Labba (Rank 3), Logathig (Rank 3), Nahaiduk (Rank 3), or Rohirric (Rank 3).
Race Bonus
ST: +5 AG: +5 CO: +5 IG: +0 IT: +0 PR: +5 Essence RR: +0 Channelling RR: +0 Poison RR: +5 Disease RR: +50Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 1 Chain: 11-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 0 Missile: 2 Pole-Arms: 0
Climb: 1 Ride: 1 Swim: 1
Ambush: 0 Stalk/Hide: 2 Pick Lock: 0 Disarm Trap: 0
Read Runes: 1 Use Item: 0
Perception: 1 Body Development: 1
% Chance of Learning a Spell List: 10%
# of Additional Language Ranks: 4
Silvan Elf
Silvan Elves
When the Eldar departed from original Elven homeland during the Eldar Days, a number of their brethren remained behind. They decided not to seek the light of Aman and were labeled as the Avari (Q. "Unwilling, Refuseres"). These kindreds were left to fend for themselves during the days of Morgoth's Shadow swept over the East. In these dark times they were forced into the secluded safety of the forests of eastern Middle-Earth, where they wandered and hid from wild Men who dominated most of the lands. They became known as Silvan or Wood-elves.
Although initially willing to seek the West, some of the Teleri stopped short of their goal and never came to the Undying Lands. Their communities came to include Avar Elves, and some confusion arose as to the identity of Silvan kindreds. Many of the Teleri have been called Wood-elves, but here the term is only applicable to the Avari.
Although initially willing to seek the West, some of the Teleri stopped short of their goal and never came to the Undying Lands. Their communities came to include Avar Elves, and some confusion arose as to the identity of Silvan kindreds. Many of the Teleri have been called Wood-elves, but here the term is only applicable to the Avari.
Physical Characters
Build: Most are slight of build, and all are thin by mannish standards. Males average 150 pounds; females, 125 pounds.Coloring: Ruddy of complexion, with sandy hair and blue or green eyes. Generalizations are difficult, however, since they are so many kindreds and there is wide variation among them.
Endurance: They do not carry great burdens, but they are capable of traveling 16-20 hours a day. Silvan Elves do not sleep; instead they rest in a trance for 1-3 hours a day (this restores any Power Points used casting spells).
Height: Males average 6'0"; females 5'9".
Lifespan: They are immortal and will only die due to violence or if they grow weary of life and lose the will to live.
Resistance: They cannot become sick or scarred and are virtually immune to disease. +10 bonus verses cold attacks.
Special abilities: Their vision under moonlight or starlight is as good as a Man's during the height of day. In other situations when there is any light source. Silvan Elves can see at least 50 feet perfectly and fairly well up to 100 feet. In absolute darkness, however, they are no better than Men (i.e., they can't see at all).
The Silvan folk are superb musicians and have tremendous hearing even for Elves +10 to Base Spell attacks from Bardic Spells. They are also elusive: +10 for Trickery and Stalk/Hide maneuvers.
Culture
Clothing & Decorations: Their preferred clothes are usually forest green, grey, or brown, and range from functional designs to fanciful expressions of individual creativity. Their garments lack the formality and pomp typical of Noldo garb.Fears and Inabilities: None.
Lifestyle: The culture of the Silvan Elves is best charcterized as unstructured and rustic by Elven standards, but rich and relatively advanced when compared to the ways of Men. They have always been independent, but as of late many have settled in kingdoms ruled by the Noldor or Sindar. Still, all the silvan folk enjoy good journey or adventure and most look at life much as a game to be played. Music and trickery are their favourite pastimes. The Silvan Elves are also masters of the wood and know much wood-craft and wood-lore.
Marriage Pattern: Monogamous and for life. They sometimes marry 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 teh Vala Orome, the "Huntsman and Tamer of Beasts".
Other Factors
Demeanor: They are a fun-loving but guarded folk. Outward mirth often hides their grim intentions.Languages: Starting Languages: Silvan tongues, which are often called Wood-speech (Bethteur), are their favored languages (Rank 5). The Silvan Elves of Mirkwood and places further west, however, generally use Sindarin (Rank 5) as their native tongue. Because all Elvish has a song-link quality, however, the slightly unique Silvan vocal pattern betrays their racial origin, even when they employ the tongues of the Eldar. Most know Westron (Rank 4) and a little Quenya (Rank 2). Skill Development: Silvan Elves also hbe the opportunity to learn: Adunaic (Rank 2), Atliduk (Rank 4), Logathig (Rank 4), Nahaiduk (Rank 4).
Prejudices: The Silvan 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.
Restrictions of Professions: None. Of all the Elven groups, they are the quickest to employ spells, and often use magic fro simple uses of mere tricks. Still they are not normally prone to use magic of great power.
Outfitting Options
Weapons: dagger, handaxe, broadsword, short sword, whip, bola, long bow, short bow, quarterstaff, two-handed sword, javelin, spear. RM options: main gauche, shang, rapier, ge, kynac, boomerang, net, boar spear, throwing stars.Armor: Any. Silvan Elves are a varied group. Some prefer enchanted leather armor, while others favour no protective garb, and guard themselves instead with shield spells.
Clothing: Weapon-users: Silk or cotton blouse (white, beige, pale green, or pale 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 green, storm grey); bandoliers crossing the chest, belt around the waist, straps around the limbs to accommodate 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 grey fabric with embroidery from a similar color spectrum), sometimes restrained by a gauze or silk sash, otherwise hanging free; silk leggings, flowing gauze skirt (matching the blouse / smock or bark brown, leaf green, storm grey); heavy silk or gauze mantle fashioned like a cloak with sleeves or elongated (shoulder to waist) arm openings, usually falling to the ankles, often embroidered all over to create a leafy texture; sandals ornamented with gems or carved wood.
Money: Possessions to be bartered or sold: Elven rope (100 feet worth 20sp; holds up to 500 pounds., weighs only 3 pounds), Elven silk (length of 3 yards worth 2gp), or an assortment of precious stones (lapis lazuli, malachite, agate, turquoise, onyx, amber) worth 2gp.
Background Options
Since the Silvan Folk are Elves and tied by their immortality to the Song of Creation, they are bound to Fate and get four background options.Special Abilities: All available. Replace range 61-65 with: special affinity with trees and woodland foliage; all physical activities performed by the character are at a +15 bonus when in forested terrain.
Special Items: All available. Due to the Silvan fondness for woodland, amny 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.
Extra Money: Gems (aquamarine, black, opal, bloodstone, carnelian, garnet, fire opal, blue topaz, jade, star sapphire) worth a total of 1-200 gp.
Hobbies: primary Skills: moving and maneuvering in soft or rigid leather, any weapon skills, climb, swim, track, use item, directed spells, ambush, stalk/hide, perception, spell lists, languages. Secondary Skills: acrobatics, acting, animal handling, boat-handling, cookery, first aid, foraging, meditation, rope-mastery, signaling, sky-watching. Artistic Skills: instrumental music, singing. Athletic: skiing, skating, surfing, rappelling. Craft Skills: wood-crafts, leather crafts, fletching, spinning, weaving. Lore skills: plant lore, animal lore, ecology.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Silvan Elf might in unusual circumstances learn: Apysaic (Rank 2), Black Speech (Rank 3), Varadja (Rank 3), or Waildyth (Rank 3).
Race Bonus
ST: +0 AG: +10 CO: +0 IG: +0 IT: +5 PR: +5 Essence RR: +0 Channelling RR: +0 Poison RR: +10 Disease RR: +100Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 0 Chain: 01-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 0 Missile: 3 Pole-Arms: 0
Climb: 2 Ride: 1 Swim: 3
Ambush: 0 Stalk/Hide: 4 Pick Lock: 0 Disarm Trap: 0
Read Runes: 1 Use Item: 0
Perception: 3 Body Development: 1
% Chance of Learning a Spell List: 20%
# of Additional Language Ranks: 6
Sindar Elf
The Sindar
The Sindar or "Grey-elves" are Eldar and were originally part of the great kindred called the Teleri. Unlike the Noldor, Vanyar, and bulk of the Teleri, the Sindar chose not to cross over the sea to Aman; instead they stayed in Middle-Earth. They, like the Silvan Elves, are part of the Moriquendi, the "Dark Elves" who never saw the Light of valinor.
Physical Character
Build: Thin when compared to men, the Sindar are nearly as tall as the Noldor but are generally slighter build. They are more muscular than the Silvan folk. Males average 190 pounds; females, 155 pounds.Coloring: Most 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. The Sindar do not sleep; instead they rest in a trance for 1-3 hours a day (this restores any Power Points used casting spells).
Height: Males average 6'5"; females 6'1".
Lifespan: They are immortal and will only die due to violence or if they grow weary of life and lose the will to live.
Resistance: They cannot become sick or scarred and are virtually immune to disease. +15 bonus verses cold attacks.
Special Abilities: Sindar vision under moonlight or starlight is as good as Man's during the height of day. In other situations when there is any light source, Sindar can see at least 50' perfectly and fairly well up to 100'. In absolute darkness, however, they are no better than Men (i.e., they can't see at all).
Culture
Clothing & Decoration: Sinda clothing is exceedingly well made, yet subtle and utilitarian. They do not favor the rice garb of their Noldor cousins. Greys and silvers are their chosen colors.Fears & Inabilities: None.
Lifestyle: The Sindar are the most open and cooperative of Middle-Earth's Elves. They are great teachers and borrowers and have an interest in the works of all races. This is in contrast to the more inquisitive Noldor, who are quick to scoff at things which are subtle or modest in appearance or utility. Grey-elves are a settled people and enjoy the company of others. Unlike the Silvan Elves, they build towns and havens and gather in close knit communities. Many of the Sindar feel a kinship to the sea. They build superb ships and are renowned sailors.
Marriage Pattern: Monogamous and for life. They sometimes marry mortal Men. Such unions produce Half-elves.
Religion: Informal and centered 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 for Ulmo, the "Lord of Waters".
Other Factors
Demeanor: 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.Languages: Starting Language: Their own speech Sindarin (Rank 5) has become the principal speech of all the Elves of northwestern Middle-Earth and has heavenly influenced mannish tongues. Nonetheless, the Sindar know Weston (Rank 5), Bethteur or Silvan Elvish (Rank 4), and some Quenya (Rank 3). Skill Development: Sindar also have the opportunity to learn: Adunaic (Rank 3), Atliduk (Rank 4), Logathig (Rank 4), Nahaiduk (Rank 4) or Rohirric (Rank 3).
Prejudices: The Sindar are great friends of most races and have remained particularly close to Dwarves. Their chief enemies are Orcs, Wargs, and Dragons.
Restrictions of Professions: None.
Outfitting Options
Weapons: Dagger, broadsword, composite bow, long bow, flail, quaterstaff, two-handed sword, javelin, spear. RM options: kynac, falchion, foil, dag, main gauche, rapier, bastard sword, ge, yarkbalka.Armor: Any. Sindar prefer to derive the protection given by armor from magical clothing (robes, capes, gauntlets, belts, veils) where such is available rather than from encumbering leather or metal suits.
Clothing: Smock of gauze or light silk; close-fitting vest or tunic of fine linen, cotton, or heavy silk - tunics vary in length from short garment's barely extending below the waist to long ones slit up the sides for freedom of movement; leather or metal belt or a sash of linen or silk; close-fitting hose or a sarong skirt of lucent organdy or heavy silk reaching from mid-calf to the ankles; boots or decorative open sandels; hip-length cape. The colors 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 applique are used sparingly, usually to create texture or pattern (as with white on white or cream on lemon) rather than for contrast (white on charcoal or blue-grey on ivory).
Money: Gems (clear quartz, blond chalcedony, zircon, mother-of-pearl, white spinel) worth a total of 2 gold pieces.
Background Options
Since the Sindar are Elves and tied by their immortality to the Song of Creation, they are strongly bound to Fate and get only three background points.Special Abilities: All available. Replace range 61-65 with: proficient at learning languages; character receives an additional 10 ranks to be distributed among the languages of his or her choice (subject to GM approval); additionally he or she receives 1 extra language rank at each level.
Special Items: All available. Most should be beautifully crafted, bearing floral or leaf motifs, and constructed from fine or relatively rare materials; steel, silver, mithril, crystal, close-grained wood, marble, agate, amber.
Exra Money: Gems (fire opal, diamond, pearl, moonstone) worth a total of 1-200 gold pieces.
Hobbies: Primary Skills: any weapon skills, swim, read rune, use item, stalk/hide, perception, spell lists, languages; Secondary Skills: acting, boat-handling, meditation, rope-mastery, signalling, sky-watching; Artistic Skill: instrumental music, poetry, singing; Craft Skills: wood-crafts, weaving, spinning, sewing, embroidery, fetching, ship-building; Influence Skills: public speaking, leadership; Lore Skills: navigation, lettering systems and alphabets.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Sina might in unusual circumstances learn: Apysaic (Rank 3), Black Speech (Rank 3), Haradaic (Rank 4), or Orkish (Rank 3).
Race Bonus
ST: +0 AG: +10 CO: +5 IG: +0 IT: +5 PR: +10 Essence RR: +0 Channelling RR: +0 Poison RR: +10 Disease RR: +100Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 0 Chain: 01-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 0 Missile: 2 Pole-Arms: 0
Climb: 1 Ride: 1 Swim: 2
Ambush: 0 Stalk/Hide: 3 Pick Lock: 0 Disarm Trap: 0
Read Runes: 1 Use Item: 1
Perception: 3 Body Development: 1
% Chance of Learning a Spell List: 30%
# of Additional Language Ranks: 8
Noldor Elf
The Noldor
The Noldor are often called "High Elves" ostensibly because they are considered to be the most nobel of the Quendi in Middle-Earth. In reality, they are so named because they are the only Elves lining 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 inique cultural and linguistic roots. Other names for the Noldor include Deep-elves, Golodhrim or Gelydh (Sindarin lables), and Nómin (Adan lable).
Finwë was the first King of the Noldor, which is counted among the Eldar as the second Kindred. Finwë's sons - Fëanor, Fingolfin, and Finarfin - produced the three traditional lines which compose the whole of the Noldor.
Physical Character
Build: Of all the Elves, the Noldor are the strongest and sturdiest of build, although they are still slimmer than Men. Males average 215 pounds; females, 175 pounds.Coloring: Most are dark haired and have greyish eyes which betray a proud demeanor. Descendents 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 traveling 16-20 hours a day. The Noldor do not sleep; instead they rest in a trance for 1-3 hours a day (this restores any Power Points used casting spells).
Height: Males average 6'7"; females, 6'3".
Lifespan: They are immortal and will only die due to violence or if they grow weary of life and lose the will to live.
Resistance: They cannot become sick or scarred and are virtually immune to disease. +20DB and RR bonuses verses cold attacks.
Special Abilities: No race sees better outside during the darkness of night than the Elves. Noldo vision under moonlight or starlight is as good as a Man's during the height of day. In other situations when there is any light source, Noldor can see at least 50' perfectly and fairly well up to 100'. In absolute darkness, however, they are no better than Men (i.e., they can't see at all). Their hearing range is three times the norm. Noldor are unparalleled at understanding and working with crafts. +20 for Use Item rolls.
Culture
Clothing & Decoration: They favor rich clothing and fine craftmanship, and often have the appearance of great wealth.Fears & Inabilities: None.
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 Noldor seek to build communities and states in beautiful, guarded place.
Marriage Pattern: Monogamous and for life. They sometimes marry mortal Men. Such unions produce Half-elves.
Religion: Informal and centered around communal celebration and personal meditation. Like Dwarves, the Noldor are fiery craftsmen who are fast friends of Aule. The Smith imbued them with heightened respect for physical objects. It is not surprising, then, to find that the Noldor revere Aule more than any other Vala, save Varda herself. Like all Elves, they worship Varda as giver of Light and maker of the stars.
Other Factors
Demeanor: Regardless of the line, all Noldor are noble of bearing and carry themselves with assurance. They are haughty and often appear to be arrogant. Of all the elves, they are the most inquisitive and passionate, being full of a desire for experience and expertise in the arts and the ways of the world. Because of this thirst for knowledge, the Noldor have often fallen pray to lust, corruption, and strife.Language: Starting Language: The Noldorin tongue is Quenya (Q. "The Speech: pronounced Kwen-ya), and they embrace it as their tongue (Rank 5), but largely confine its use to their own environs. It is still the exclusive language of ceremonies, writings, and oral traditions, regardless of circumstance.
For speech outside of their own quiet territory, the Noldor employ the language of their more numerous Sinda cousins, Sindarin (Rank 5). When dealing with Men or races unacquainted with Sindarian, they rely on the Common Tongue of Westron (Rank 5) or, more rarely Adunaic of the Dunedain (Rank 3). Skill Development: Noldor also have the opportunity to learn: Labba (Rank 3) or the Silvan Tongues, Bethteur (Rank 4).
Prejudices: The Noldor hate Orcs, Trolls, and Dragons above all creatures. Due to their pride they tend to look down upon non-Dunadan Men.
Restrictions on Professions: None. 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.
Outfitting Options
Weapons: Dagger, broadsword, mace, composite bow, long bow, flail, two-handed sword, quarterstaff, javelin, lance. RM options: falchion, foil, main gauche, rapier, bastard's sword, irgaak, kynac, long knife.Armor: Any. Noldor prefer to derive the protection given by armor from magical items (rings, bracelets, tiaras) where such are available rather than from encumbering leather or metal.
Clothing: Males: fine linen, cotton, or silk shirt or blouse often pure white in color; jewel-hued velvet or silk tunic (sapphire, emerald, ruby, amethyst, topaz), sometimes with slashed sleeves revealing the shirt beneath, sometimes sleeveless, usually embroidered or appliqued with geometric or weapon-inspired motifs; velvet or brocade mantle with wide sleeves, cape-like body, and varying in length from the hip to the ankles; close-fitting hose; soft boots rising only the ankles or as high as the knee.
Females: fine linen, cotton, or silk shift often pure white in color; jewel-hued silk or velvet gown, sometimes with slashed sleeves to reveal the sleeves of the shift underneath, sometimes sleeveless, often embroidered or appliqued 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 or ankle boots; velvet or brocade mantel with wide sleeves, cape-like body, and hanging to the ankles. Females who leave the Elven havens to go adventuring often don garb similar to that worn by males.
Money: Gems (peridot, aquamarine, beryl, citrine, tourmaline) worth a total of 2 gold pieces.
Background
Since the Noldor are Elves and tied by their immortality to the Song of Creation, they are strongly bound to Fate and get only two background points.Special Abilities: All available. Replace range 61-65 with: sensitive to Essence, the way it pools and flows; this sensitivity cause the character to be immediately aware of the presence of any enchantments or spells (cast by Essence-users only, not Channelling) within 50 feet.
Special Items: All available. Most should be constructed from fine or rare materials: ardancer, arborang (high stell), arheled (high glass), borang (low steel), silver, galvorn, gold, opal, sapphire) worth a total of 1-200 gold pieces.
Hobbies: Primary Skills: any weapon skills, ride, read rune, use items, directed spells, perception, body development, spell lists, languages. Secondary Skills: acting, meditation, sky-watching; Artistic Skills: dance, instrumental music, poetry, singing; Craft Skills: embroidery, sewing, metal-smithing, jewel-smithing; Influence Skills: leadership, public speaking; Lore Skills: history of famous and other enchanted creations.
Stat Increases: Any stat may be increased.
Extra languages: In addition to the tongues listed above, a Noldo might in unusual circumstances learn: Black Speech (Rank 3), Logathig (Rank 3), or Rohirric (Rank 3).
Race Bonus
ST: +0 AG: +15 CO: +10 IG: +5 IT: +5 PR: +15 Essence RR: +0 Channelling RR: +0 Poison RR: +10 Disease RR: +100Adolescence Skill Ranks
No Armor: 1 Soft Leather:0 Hard Leather: 0 Chain: 01-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 0 Missile: 1 Pole-Arms: 0
Climb: 0 Ride: 1 Swim: 2
Ambush: 0 Stalk/Hide: 2 Pick Lock: 0 Disarm Trap: 0
Read Runes: 2 Use Item: 1
Perception: 3 Body Development: 1
% Chance of Learning a Spell List: 40%
# of Additional Language Ranks: 10
Hobbit
Hobbits
Hobbits have an unclear origin, although it appears they arose in the East in the First Age, at about the same time as Men. Indeed, they are said to be related to Men. Their habits, however, are unique: they burrow and dig and reside in “holes”; thus their name Kuduk, which means “hole-dweller” (from the ancient Rhovanion Hobbitish Kûd-dûkan).
Physical Character
Build: Smallest of the speaking people, Hobbits average between 2 and 4 feet in height, and tend to be fat or pudgy. They have large and hairy feet – to the point of being furry.There are three principal varieties, or types, of Hobbits: the Harfoots, Stoors, and Fallohides. The Fallohides are the tallest (average: males, 3’9”, 65 pounds; females, 3’7”, 62 pounds). They have fair skin and, of all the groups, resemble Men the most. Their numbers are small, however, and some observers have confused them with nearby mannish groups.
The most common Hobbits are Harfoots. They are the smallest in size (average: males, 3’5”, 54 pounds; females 3’3”, 51 pounds) and the darkest in colour, having brown skin and hair. Neat and uniformly beardless, they are in many ways the picture of the average Hobbit.
The Stoors are the stockiest Hobbit folk and often appear shorter than some of the Harfoots because of their wide profile. Generally, however, they are taller than the Harfoots and shorter than Fallowhides (average: males, 3’7”, 66 pounds; females 3’5”, 62 pounds). Their coloration is also somewhat of a compromise although they have curly brown hair which resembles that of their shorter cousins. Nonetheless, the most distinguishing features of Stoors are their huge hands and feet (large even by Hobbit standards) and frequent beard growth. Endurance: Hobbits have a subtle ruggedness which is akin to that of Dwarves and Orcs. When pushed, they can travel long distances over tough terrain, despite the fact that their normal routine requires frequent meals and relaxation.
Lifespan: 90 – 110 years. They become adults at 30.
Resistance: Their feet and hands are almost immune to heat and cold. Accordingly, the are almost always barefoot. Their innate simplicity and innocence gives them heightened resistance to magical attacks.
Special Abilities: Dexterous, they move nimbly and quietly. Their long, strangely slender fingers allow them to craft fine handiwork and help explain their fine reputation as thieves.
Culture
Clothing & Decoration: They wear linen or wool garb – shirts, pants which fall to the upper ankle, and brightly colored 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: they are capable craftsmen, but are not friends of complex machines or magic. Their vices are few: six hefty meals a day, pipeweed smoking, and bright apparel. Still, regardless of this dull and insular lifestyle, the Hobbits’ stayed approach to life has proved successful; in the face of wars, plagues, and famines, they have survived relatively undisturbed.
Some Hobbits are curious enough to travel or adventure a bit, and the Fallohides have produced a considerable number of rather bold individuals. Each Hobbit tribe has its own favorite locale: Fallohides enjoy the woodlands found in cool northern climes; Harfoots favour hillsides and highlands; and Stoors prefer riversides and flatlands. Accordingly, their preferences have had an effect on their living patterns. The onservative Harfoots, for instance, have always had sites for their traditional smials or Hobbit-hole houses, while the Stoors and Fallohides have begun relying on surface dwellings of wood, brick, or stone.
All the Hobbits enjoy the simple life of farmers, millers, and craftsmen. Workshops and sheds dot their territories, uniformly low structures, for the halflings hate towers and rarely build above the first story. In the shire (K. “Sûza) the traditional office of the ruling Thain is hereditary.
Marriage Pattern: Monogamous. Harfoots and Fallohides trace their lines through either their male or female. Stoors trace theirs through the female.
Religion: Hobbit religion is without exception low-key and informal. It is actually a series of joyful celebrations centering on the gifts of Nature. Mid-years (midsummers) is the time for the summer festival, while the two Yule days at the beginning and end of the year mark the beginning of the return of the Sun and the march towards Spring. Harvest times, of course, are always of special note.
Other Factors
Demeanor: Hobbits are basically cheery, conservative, unassuming, and peaceful folk. Ambition is not part of their makeup. Most are conformists who avoid the unknown and shun adventure, preferring instead to stay within the comforts of neat, humble villages.Language: Starting Languages: Hobbits speak their own subtle variant of Westron (Rank 5) which is modern Hobbitish. 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 the Rhovanion in the 13th and 14th centuries of the Third Age. The traditional Westron name for Hobbits is Banakil (W. “Halfling”). Skill Development: Hobbits also have the opportunity to learn: Adûnaic (Rank 4), Kuduk (Rank 5), Sindarin (Rank 4).
Prejudices: Fallohides are the most prone to mingle with Big People. Stoors rarely deal with other races, and the Harfoots, for the most part, prefer to interact with the grim Dwarves. All Hobbits share in hating Wargs and Orcs.
Restrictions on Professions: Hobbits produce no Mages, Animists, Bards, or Rangers.
Outfitting Options
Weapons: dagger, handaxe, short sword, club, short bow, sling. RM options: blackjack, jo, pilum, throwing stars.Armor: None or soft or rigid leather. Only in rare circumstances will a Hobbit acquire something like Bilbo’s shirt of Elven chain mail.
Clothing: Males: white or cream linen shirt; colourful (royal blue, scarlet, grass green) waistcoat or vest, often embellished with embroidery or made from an ornate brocade; leather belt with a pewter, gold, or brass buckle; loose woollen trousers with legs that reach anywhere from just below the knee to just above the ankle, often stripped (bright yellow, green, blue, orange), always vibrantly dyed.
Females: white or cream linen blouse and petticoat; dirndlstyled woollen jumpers in a bright hue (lemon yellow, fuchsia pink, sky blue, apple green, turkey red), reaching to mid-calf; bodice (in a contrasting color) that laces up the front; lace or crocheted shawl knotted around the top of the shoulders; white or cream linen apron.
Money: 20 silver pieces of Arnorian mint.
Background Options
Those Hobbits who dare venture away from home are assumed to be extraordinary, and therefore get five background options.Special Abilities: Range 71 – 75 not available (re-roll).
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, lockpick, etc.) would be present in Hobbitish society.
Extra Money: 1 – 200 gold pieces of Arnorian mint.
Hobbies: Primary Skills: moving and maneuvering without armor, missile weapon skills, climb, track, stalk/hide, perception. Secondary Skills: storytelling, dancing. Athletic Skills: skating, juggling, stiltwalking. Craft Skills: wood-crafts, metal-crafts (horse-shoes, hinges, tools, etc.), leather-crafts, fletching, sewing, earthworks (digging Hobbit-holes). Influence Skills: entertaining, public speaking. Lore Skills: plant lore, genealogy, local geography.
Stat Increases: Strength and Presence may be increased by 1 at most. All other stats available for normal background options increase.
Extra Languages: In addition to the tongues listed above, a Hobbit might in unusual circumstances learn : Atlikduk (Rank 3), Dunael (Rank 2), Nahaiduk (Rank 3), Orkish (Rank 1), Rohirric (Rank 4), or Silvan Elvish, Bethteur (Rank 4).
Race Bonus
ST: -20 AG: +15 CO: +15 IG: +0 IT: -5 PR: -5 Essence RR: +50 Channelling RR: +20 Poison RR: +30 Disease RR: +15Adolescence Skill Ranks
No Armor: 1 Soft Leather:0 Hard Leather: 0 Chain: 01-H Edged: 0 1-H Concussion: 0 2-Handed: 0 Thrown: 2 Missile: 2 Pole-Arms: 0
Climb: 2 Ride: 0 Swim: 0
Ambush: 0 Stalk/Hide: 5 Pick Lock: 1 Disarm Trap: 1
Read Runes: 0 Use Item: 0
Perception: 4 Body Development: 2
% Chance of Learning a Spell List: 0%
# of Additional Language Ranks: 3
Beorning
Beornings
Also called Beijabar or Bajaegahar, this dispersed group of large men has a confused origin. They are a Northman branch related to the Woodmen, Lake-men, and Dale-men of Rhovanion, although they apparently became distinct in elder times, probably before the Northman migrations out of Eriador. Their numbers are few, and some have distinguished them as a clan rather than a separate people. Culturally, and to some agree physically, however, they are unique.
Physical Character
Build: Physically, the Beornings are the largest of the Northman, and all are strong of build and bone structure. Men are exceedingly hairy; they average 215 pounds. Women average 145 pounds.Colouring: Their complexions are fair, but unlike most Northmen (who are usually blond), the majority have reddish hair.
Endurance: Beornings need sleep only twice every three days.
Height: Men average 6’4”; women 5’7”.
Lifespan: 80 – 100 years.
Resistance: Average.
Special Abilities: Wild animals will not attack a Beorning unless actively provoked.
Culture
Clothing & Decoration: They are extremely hairy, and their tendency to wear furs gives them an “animal-like” appearance. Favoring rugged tunics, capes, and woollen pats with leggings, they rarely wear any traditional armor.Fears & Inabilities: They shy away from civilized areas.
Lifestyle: Beornings have traditionally lived in small groups or single families on well-tended “manors”. Some, like Beorn’s line, have favoured relative lowlands, while the majority reside in the passes and foothills of the Misty Mountains or Grey Mountains. In each case, their presence is extremely subtle. Beorning families tend both themselves and their surrounding manors with the aid of a wide variety of friendly animals, members of the household which appear tame to the outsider. Males leave their manors for extended periods in order to conduct military, religious, or social affairs.
Marriage Pattern: Monogamous. The line is traced through the male.
Religion: Centers on the ancient Cult of the Bar (Rh. “Bairakyn”). The head of the Cult, or Waildanbair (Rh. “Ruling Bear”), is the foremost of the Shape-changes. During their secluded ceremonies, these Men take the form of bears and recreate their ancient legends and epics using complex dance rituals. These gatherings occur at specific holy places which have some connection to their patron Vala Oromë (whom they call Araw).
Other Factors
Demeanor: Beornings are loners by nature, but enjoy their rare moments with others. Generous and normally quiet and introspective, they can become jovial and explosive when in social situations. Their deep, thundering laughter is legend. As warriors, Beornings are fierce and often uncontrollable. This is particularly true of the rare Shape-changes, for they have a tendency to transform into Bears when outraged or overly stimulated. Once Bears, they can attack with tremendous force, but they have little more than single-minded instinct to work upon.Language: Starting Languages: Beornings generally use two forms of communication: their standard language Atliduk (Rank 5) and they system of Nature-signals called Waildyth (Rank 5). The latter can be used to speak over long distances without betraying one’s presence, since the sounds are merely variations on the noises of the wild-beasts, the wind, and the like. Most Beornings also know Westron (Rank 5) and the Woodman tongue Nahaiduk (Rank 5). Skill Development: Beornings also have the opportunity to learn: Logathig (Rank 4), Sindarin (Rank 4), or Silvan Elvish, Bethteur (Rank 3).
Prejudices: Beornings hate Orcs, Wargs, Trolls, Giants and Dragons.
Restrictions on Professions: Beornings produce no Mages. A few, however, are Shape-changers who can change crom Man to Bear-form, but have limited control over this process.
Outfitting Options
Weapons: dagger, handaxe, broadsword, club, mace, whip, bola, short bow, sling, quaterstaff. RM options: woodsman’s axe, cudgel, jo, cabis.Armor: 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 or soft or sueded leather; stout leather boots; cloak made from a der, bear, or cougar pelt.
Females: 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 colors for Beorning garments. Small spots of yellow, white, or sky blue occasionally are used ornamentally in a yoke at neck or waist. Women who go adventuring often wear leggings without a skirt if they must be prepared for combat.
Money: Goods to be bartered or exchanged for coinage: 10 deerskins, finely worked, worth 2 sp each; 5 otter pelts worth 4 sp each; 4 beaver pelts worth 5 sp each.
Background options
Those Beorings who leave their thight society are assumed to be special, and get five background options.Special Abilities: All available. Modification to range 71-75: the spell list learned must be within the realm of Channeling.
Special Items: No items casting Essence spells or enhancing Essence-using abilities are available. Channeling spells, although rare, may be present, as may the enhancement of Channeling abilities. Beorning craftsmanship is excellent, although their work is rustic and lacks the refinement typical of Elvish crafts.
Extra Money: A selection of pelts worth 1 – 200 gp (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).
Hobbies: Primary Skills: moving and maneuvering in no armor, soft leather, or rigid leather, any weapon skills except two-handed or pole arms, climb, ride, swim, track, ambush, stalk/hide, perception, body development, Channeling spell lists. Secondary Skills: acrobatics, animal handling, boat-handling, caving, cookery, first aid, foraging, signalling, sky-watching, Artistic Skills: painting, storytelling, dance, chanting. Athletic Skills: rappelling. Craft Skills: wood-craft, leathercrafts, fletching. Influence skills: public speaking, trading. Lore Skills: animal lore.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Beorning might in unusual circumstances learn: Labba (Rank 3), Orkish (Rank 3).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 0 Chain: 01-H Edged: 0 1-H Concussion: 0 2-Handed: 1 Thrown: 1 Missile: 0 Pole-Arms: 2
Climb: 2 Ride: 0 Swim: 2
Ambush: 0 Stalk/Hide: 4 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 3
% Chance of Learning a Spell List: 3%
# of Additional Language Ranks: 3
Black Numenoreans
Black Numenoreans
The term Black Numenoreans is used to describe Men of Dύnadan stock who are descended from the “Unfaithful” Numenorean colonists and conquerors who came to Middle-earth during the middle and late Second Age. These Unfaithful had broken with the Valar and Elves who bequeathed them the island kingdom of Numenor 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 Numenor and her colonies, the greatest of which was centered around the Havens of Umbar. When Numenor was destroyed by Eru in S.A. 3319, many of the Unfaithful survived in their refuges in Middle-earth.
Black Numenoreans, therefore, are actually very similar in physical and cultural character to the Dunedain. Certainly changes have occurred after their centuries of separate development, but both groups have actively sought to remain relatively pure and true to their origins.
Physical Character
Build: Strong and imposing, with angular features. Men average 225 pounds; women, 150 pounds.Coloring: After long years in the hot South, the Black Numenoreans have tanned, grey-brown skin, and black hair. Their piercing eyes are various shades of grey.
Endurance: Considerable.
Height: Men average 6’4”; women, 5’10”.
Lifespan: 90-175 years.
Resistance: Average.
Special Abilities: +25 to boat-handling maneuvers. +10 to melee Offensive Bonuses; -10 to Defensive Bonus.
Culture
Clothing & Decoration: Black and gold are their favoured colors. They wear rich clothing made of dyed silk and cotton. Gems and feathers add elaboration. They wear rich clothing made of dyed silk and cotton. Gems and feathers add elaboration. The karma – Numenor’s famous over-lapping scale helm surmounted by a colored leather fish crest – is still in use.Fears & Inabilities: They fear Death, but not in battle. Confidence and passion lead them to believe they can overcome any known physical enemy.
Lifestyle: Black Numenorean 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 Numenorean 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 Numenoreans 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 Numenoreans. The most important cults are those pertaining to death and the afterlife, for these old Numenorean concerns have been perpetuated and modified. Mummification is the norm. Namo is the only Vala accorded respect.
Most revere their own local heroes or gods associated with war, power, terror, and the unknown. They see the untamed Darkness as the only frontier they cannot master; therefore they worship it. Those few that still worship the Valar favour Tulkas the Strong, the greatest master of strength and deed. 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 honor.
Other Factors
Demeanor: Black Numenoreans are generally haughty and self-centred – rash, confident, and full of pride. They believe in their own superiority and support the view that it is the destiny of their race to rule Middle-earth. Their views have made them quick to strike a blow; warlike and single-minded, they enjoy a fight. When in a superior position they will rarely offer quarter.Language: Starting Languages: they have a strong passion for tradition and have, therefore, maintained the adunaic tongue of Numenor in a relatively pure form (Rank 5). Most also know Westron (Rank 5) and Haradaic (Rank 5). Skill Development: Black Numenoreans also have the opportunity to learn : Apysaic (Rank 5).
Prejudices: Black Numenoreans are biased against nearly every other people, but their prejudices against the Elves and the Dunedain are particularly vehement.
Restrictions on Profession: None.
Outfitting Options
Weapons: Dagger, scimitar, broadsword, short sword, mace, morning star, composite bow, battle-axe, flail, quarterstaff, two-handed sword, lance, spear. RM options: bastard sword, cat of nine tails, armored fist, falchion, harpoon, pole arm, long sword, shang.Armor: Any. Prefer scale mail armor.
Clothing: Males: silk or cotton blouse of rich hue (wine, purple, cobalt, absinthe) with beadwork ornamenting 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 threat (gold, electrum, bronze); wrist bracers of gold or bronze with geometric engraving; belt of metal or leather with extensive metallic ornamentation; silken hose; leather slippers decorated with metallic embroidery; cloak of spangled gauze or of feathers.
Females: Silk or cotton gown of rich hue (burgundy, violet, indigo, cerulean) with beadwork ornamenting the sleeves, neck, and hemline (seed pearls; beads of jade, carnelian, malachite, agate, or lapis lazuli; gemstone spangles of diamond, ruby, emerald, topaz, etc.); tabard or over-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 mental or leather with extensive metallic ornamentation; leather slippers with beadwork or embroidery over their entire surfaces; cloak of spangled gauze or of feathers.
Money: 2 gold pieces.
Background Options
Due to their stratified society and rigid upbringing, they get three background options.Special Abilities: All available. Modification to range 56-60: the animal with whom the character feels an empathetic bond should be a predator; i.e., a hawk, not a song bird; a ferret, not a ground hog; a great cat, not a horse; etc.
Special Items: All available. Numenorean workmanship is superb and favors geometric motifs as well as strong contrasts such as that shown by the favoured juxtaposition of onyx and gold.
Extra Money: 1-200 gold pieces.
Hobbies: Primary Skills: moving and maneuvering in armor, any weapon skills, climb, ride, swim, any magical skills, ambush, stalk/hide, pick lock, perception, body development, spell lists. Secondary Skills: acting, appraisal, boat-handling, gambling, rope-mastery, signalling, sky-watching, trickery. Artistic Skills: painting, sculpting, jewelry making. Athletic Skills: sprinting, jumping. Craft Skills: mental-crafts, embroidery. Influence Skills: impressing, public speaking, seduction, trading, interrogation, leadership. Lore Skills: geography, navigation.
Stat Increases: Any stat except Intuition may be increased.
Extra Languages: In addition to the tongue listed above, a Black Numenorean might in unusual circumstances learn : Black Speech (Rank 4) or Silvan Elvish (Rank 3).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 0 Chain: 21-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 1 Missile: 1 Pole-Arms: 0
Climb: 0 Ride: 1 Swim: 3
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 1 Use Item: 1
Perception: 0 Body Development: 2
% Chance of Learning a Spell List: 10%
# of Additional Language Ranks: 6
Corsair
Corsair
The Corsairs are the descendants of the Dύnadan 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 Nύmenόrean elements. Since that time, modest inbreeding with the locals has created a some-what distinct group, although the Dύnadan roots remain strong. Their heritage as sailors and merchantmen from south Gondor still influences their culture and lifestyle. They long to reclaim Gondor as their own.
Physical Character
Build: Strong of build. Males average 215 pounds; women, 145 pounds.Coloring: Corsairs are generally fair skinned and have grey or bluish eyes and black or dark brown hair.
Endurance: Considerable. They do not get seasick.
Height: Men average 6’3”; women, 5’9”.
Lifespan: 95 – 190 years.
Resistance: Normal.
Special Abilities: +25 bonus for sky-watching activity.
Culture
Clothing & Decoration: Corsairs favour purple, red, and gold clothing made from silk or fine cotton. They wear tunics and only rarely don leggings. Men wear gold collars, while women are well-adorned with jewelry.Fears & Inabilities: Disease and illness, and their own natural mortality.
Lifestyle: Corsair culture reflects the conservative elements found among Gondor’s aristocracy, only it is carried to an extreme. The warm coastal influence of Umbar has added some additional influences, mostly Black Nύmenόrean, and the result is a throwback to the ancient marine culture of Nύmenόr.
Marriage Pattern: Monogamous. Line is traced through male.
Religion: Corsair religion is preoccupied with Death and Darkness, and largely revolves around ancestor and hero worship. Great Nύmenόrean Kings are revered as godlike. Ceremonies dwell on the perpetuation of the life of the individual and, more importantly, the lineage. The dead are buried with elaborate fanfare and are laid to rest in a preserved state, one of pronounced splendour. Some revere Námo, the Keeper of the Dead, or Varda.
Other Factors
Demeanor: Aggressive, haughty, determined, embittered – the Corsairs have the attitude of royalty in unjust exile.Language: Starting Languages: The first tongue of the Corsairs is Adûnaic (Rank 5), since they identify it with Nύmenόr and the line of the Dύnedain. All of them speak Gondor’s Common Speech, Westron (Rank 5), as well as the Haradaic (Rank 4) of Umbar’s citizenry. Skill Development: Corsairs also have the opportunity to learn: Apysaic (Rank 4), Atliduk (Rank 3), Nahaiduk (Rank 3), or Rohirric (Rank 3).
Prejudices: The Corsairs are a minority group and are locked in a constant struggle with their allies the Black Nύmenόreans and Haradrim. They look upon both groups with suspicion and some disdain. The Black Nύmenόreans, like the Dύnedain, have in many cases married the 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 Kin-strife.
Restrictions on Profession: None.
Outfitting Options
Weapons: Dagger, scimitar, broadsword, short sword, mace, morning star, whip, bola, composite bow, long bow, short bow, flail, quarterstaff, two-handed sword, lance, spear. RM options: armored fist, bastard sword, boar spear, cat of nine tails, cutlass, falchion, harpoon, main gauche, net, pole arm, sabre.Armor: Any. Corsairs who are wealthy adorn their armor 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 colors 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 , reaching to anywhere between the ankles and just above the knee, possessing an elaborate hem (fringed, crenelated, scalloped); belt of heavy gold plates engraved with sea motifs; collar of engraved gold plates; sandals or leather boots.
Females: silk or cotton blouse with revealing neckline often worn off the shoulder, usually in the rich colors favoured by the Corsairs (crimson, violet, gold); ankle-length silk or cotton underskirt, often pleated or gathered into a yoke at the hip, again in rich hues; short over-skirt of silk or damask, falling to mid-thigh or to the knee, with an elaborate hemline (crenelated, fringed, scalloped); bodice with showy laces; ornamental gold belt; sandals or silk slippers.
Money: 2 gold pieces.
Background Options
Normal, five background options.Special Abilities: All available.
Special Items: All available. Corsairs favour weapons and tools ornamented with gold.
Extra Money: 1 – 200 gold pieces of Umbarean mint.
Hobbies: Primary Skills: moving and maneuvering in armor, any weapon skills, climb, ride, swim, track, any magical skills, ambush, stalk/hide, perception, body development, spell lists. Secondary Skills: acrobatics, acting, appraisal, boat-handling, first aid, rope mastery, signalling, sky watching. Artistic Skills: painting, sculpting, dance. Athletic Skills: sprinting, rappelling, jumping. Craft Skills: wood-crafts, metal-crafts, embroidery. Influence Skills: public speaking, trading, leadership. Lore Skills: cultural history, geography, navigation.
Stat Increases: Any stat except Intuition may be increased.
Extra Languages: In addition to the tongues listed above, a Corsair might in unusual circumstances learn: Black Speech (Rank 4), Orkish (Rank 3), Sindarin (Rank 3), or Silvan Elvish (Rank 3).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 2 Chain: 01-H Edged: 2 1-H Concussion: 0 2-Handed: 0 Thrown: 1 Missile: 1 Pole-Arms: 0
Climb: 0 Ride: 0 Swim: 5
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 0 Body Development: 2
% Chance of Learning a Spell List: 5%
# of Additional Language Ranks: 5
Dorwinrim
Dorwinrim
The Dorwinrim occupy the lower Carnen and Uldona valleys and the hilly region running south from the Redwater to the northwest shore of the Sea of Rhûn – the land called Dorwinion. They are a mixture of Northman and Easterling stock.
Physical Character
Build: Dorwinrim are slightly larger than most groups labelled 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.Coloring: Their fair, slightly yellowish complexion 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, 5’2”.
Lifespan: 60-80 years.
Resistance: Normal.
Special Abilities: +30 bonus to RR versus poisons. +16 for situations involving acting or public speaking. +10 for boat-handling maneuvers.
Culture
Clothing & Decoration: A wide variety of wools and linens. They wear shirts and pants and adorn themselves modestly.Fears & Inabilities: None.
Lifestyle: They are traders and river-men who abandoned their nomadic past in favour of an urban, albeit rustic live. 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. Threes produce olives and olive oil.
Additional revenue comes from the see of Rhûn: shellfish products, food, and dyes bring good money to the Dorwinrim.
Marriage Pattern: Monogamous. The line is traced through the male or female.
Religion: Dorwinadan religion is a prominent and stable element. It is a unifying force among a people who have no formal 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 centers around tribal and clannish totems (L. “Igana”), holy symbols which represent deified heroes blessed by the Donu. The heroes are believed to have power over the places they influenced during life and hold sway over their descendants. Therefore, a family or clan guards it territory religiously. The totems are also crucial, since they are believed to have real power and are the sole means of communication with the hero they represent.
Other Factors
Demeanor: The Dorwinrim are known for their hardy, hospitable character. Most favour strong drink and story-telling and never shy away from a celebration. Their distinct rolling laughter and physical closeness (e.g., hugging) adds to their reputation of friendliness, although it is somewhat deceiving; a Dorwinadan may appear closer than he really is. The Dorwinrim are amazingly loyal to friends, and distinctly short or cruel with enemies.Language: Starting Languages: The Dorwinrim are well-versed in the commercial tongues of northwest and north-central Middle-earth. They speak fluent Westron (Rank 5) and Logathig (Rank 5), the latter in their own home tongue. Since they frequently deal with the Silvan Elves, many have acquainted themselves with Silvan speech or Sindarin (Rank 3). Skill Development: Dorwinrim also have the opportunity to learn: Atliduk (Rank 4), Haradaic (Rank 3), Nahaiduk (Rank 4), Varadja (Rank 3).
Prejudices: Renowned as explorers, traders, and travellers, they have learned much from the spirit of others and enjoy dealing with a wide variety of Elves and Men alike.
Restrictions on Profession: None.
Outfitting Options
Weapons: Battle-axe, broadsword, club, dagger, halbard, javelin, long bow, quarterstaff, scimitar, short bow, sling, two-handed sword. RM options: irgaak, jo, katana, long sword, no-dachi, throwing stars.Armor: Nay. Dorwinrim prefer the lighter types of armor, although a warrior garbed in a full suit of chain or plate mail is not unknown.
Clothing: Males: linen shirt or blouse, usually cream or white; short woollen vest, sometimes with decorative points at the hem, sometimes cut straight, usually with panels of fabric in contrasting earthy hues (rust and black, soft brown and dull yellow, brick and dark brown, etc.); loose woollen trousers in subdued colors (black, dark grey, tank, sienna, bone, taupe, umber, etc.); linen sash or leather belt; wooden clogs or sturdy leather boots; long, full coat, often with quilting and trapunto to provide protection in the severe weather that visits the area in winter.
Females: linen shirt or blouse, usually cream or white; woollen vest, usually more form-fitting on women of marriageable age, looser on children and matrons, with panels of fabric in contrasting earthy shares (orange and charcoal, black and bone, taupe and dark brown, etc.); full woollen skirt in subdued colors (rust, dark grey, tan, sienna, brick, dull yellow, umber, etc.); linen sash or leather belt; wooden clogs or sturdy leather boots; long, full coat, with elaborate quilting and trapunto.
Money: 20 silver pieces or 10 kysûri, the unique ivory coinage of the Dorwinrim.
Background Options
Normal, five background options.Special Abilities: All available.
Special Items: All available. The Dorwinadan aesthetic sense prefers exquisite simplicity over elaborate ornamentation. Their weapons and tools are beautifully made and possess graceful lines, but little carving or engraving. They do employ gems for insets, however.
Extra Money: 10-2,000 silver pieces or 5-1,000 kysûri.
Hobbies: Primary Skills: any weapon skills, climb, swim, any magical skills, ambush, stalk/hide, pick lock, perception, body development, spell lists, languages. Secondary Skills: acrobatics, acting, appraisal, boat-handling, cookery, first aid, gambling, rope-mystery, trickery. Artistic Skills: storytelling, sculpting. Athletic Skills: surfing, skiing, skating, juggling. Craft Skills: wood-crafts, stone-crafts, metal-crafts, leather crafts, sewing, fletching. Influence Skills: public speaking, diplomacy, seduction, trading. Lore Skills: geography, navigation.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Dorwinadan might in unusual circumstances learn: Apysaic (Rank 3), Black Speech (Rank 3), Orkish (Rank 2) Rohirric (Rank 3) or Umitic (Rank 2).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 1 Chain: 01-H Edged: 0 1-H Concussion: 1 2-Handed: 0 Thrown: 1 Missile: 1 Pole-Arms: 1
Climb: 0 Ride: 2 Swim: 1
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 0 Body Development: 1
% Chance of Learning a Spell List: 10%
# of Additional Language Ranks: 5
Dunedain
Dunedain
The Dύnedain are descendants of the Edain who settled on the island kingdom of Nύmenόr during the Second Age. It was their Nύmenόrean forefathers who colonized and conquered much of Middle-earth. When the Isle of the West sank into the sea during the Downfall of S.A. 3319, two groups survived: the Black Nύmenόreans and the Faithful Dύnedain. The latter settled Arnor and Gondor, the Realms in Exile. Like all their brethren, 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 and Gondor (e.g., Stewards like Denethor II and Princes like Imrahil of Dol Amroth), as well as their direct descendants (e.g., Rangers like Aragorn).
Physical Character
Build: Tall and strong. Men average 225 pounds; women, 150 pounds.Coloring: Fair skin and black or dark brown hair. They have grey, hazel, blue, or green eyes.
Endurance: Considerable.
Height: Men average 6’5”; women, 5’10”.
Lifespan: 100 – 300 years.
Resistance: Normal.
Special Abilities: None.
Culture
Clothing & Decoration: Rich and well made, with elaborate collars. The Dύnedain 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.Fears & Inabilities: The Dύnedain fear Death, for they are acutely aware of their own great skills and potential.
Lifestyle: Comfortable and centred around cosmopolitan cities and towns.
Marriage Pattern: Monogamous. They often marry folk of other races. The line is traced through the male.
Religion: Restrained and personal. The Dύnedain revere Eru and all the Valar, especially Manwë, Araw (Oromë) and Varda. They have elaborate burials involving preservation of the body.
Other Factors
Demeanor: Noble, confident, impatient, proud, and often haughty.Language: Starting Languages: Their original tongue is Adûnaic (Rank 4), but most speak Westron (Rank 5). Many also speak Sindarin (Rank 4) and a little Quenya (Rank 1). Skill Development: Dύnedain also have the opportunity to learn: Dunael (Rank 3), Haradaic (Rank 4), Kuduk (Rank 4), Rohirric (Rank 4).
Prejudices: The Dύnedain hate the Corsairs, for they blame them for the Kin-strife, Gondor’s civil war. They also despise the Black Nύmenόreans. The Dunlendings, Haradrim, Wargs, and Orcs have always been their enemies.
Restrictions on Profession: None. They are well-suited to magic, although the Dύnedain of the North (those from Arnor and her regions, particularly Arthedain) use spells and enchantments more often than any other group. However, in both North and South, 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).
Outfitting Options
Weapons: Battle-axe, broadsword, composite bow, dagger, flail, halbard, lance, long bow, mace, morning star, quarterstaff, short sword, spear, two-handed sword, war hammer. RM options: armored fist, bastard sword, boar spear, dag, falchion, foil kynac, long kynac, main gauche, rapier, war mattock.Armor: Any. Dύnedain warriors have access to some of the best armor made, as well as the powerful physique necessary to feel comfortable in the heavier types.
Clothing: Arnorian males: linen, silk, or woollen undershirt, in a rich color (Maroon, celestial blue, purple, navy blue), with close fitting sleeves; woollen under-hose; silk or woollen outer hose; flowing silk or woollen tunic (rich hues) with wide, flowing sleeves ornamented with fine embroidery and appliqué; decorative leather belt often set with precious stones; silk or woollen collar covering the shoulders and often the neck, decorative bands of embroidery at the top and bottom edges; soft slippers’ stout outer boots; quilted cape with generous hood and wide sleeves; fur over-cloak.
Arnorian females: Linen, silk, or woollen undershift, in a rich color (royal blue, deep red, sky blue, violet, midnight blue), with close fitting sleeves; woollen hose; flowing silk or woollen gown (rich hues) with wide, flowing sleeves ornamented with fine embroidery and appliqué; decorative leather belt or girdle often set with precious stones; silk or woollen collar covering the shoulders and often the neck, decorative bands of embroidery at the top and bottom edges; headpiece of lace or embroidered fabric, crescent-shaped, with one point hanging onto the forehead; soft slippers; leather ankle boots; quilted care with generous hood and wide sleeves; fur over-cloak.
Gondorian males: silk of cotton undershirt, usually white of a pastel; rich-hued silk or cotton waistcoat with elaborate sleeves (gathered, slashed, multiple puffs), close-fitting bodice, and wide skirt pieces; belt of finely dyed leather and gold or silver links; decorative collar, elaborately embroidered, covering the shoulders but revealing the neck; sandals or soft shoes; quilted cape with generous hood and wide sleeves.
Gondorian females: silk or cotton undershift, usually white or a pastel, often sleeveless; rich-hued silk or cotton gown with elaborate sleeves (gathered, slashed, multiple puffs) and close fitting bodice; silk sash or girdle; decorative collar, elaborately embroidered, covering the shoulders but often revealing the neck and chest; ornamental headpiece; sandals or soft shoes; quilted cape with generous hood and wide sleeves.
Money: 20 silver pieces.
Background Options
The Dύnedain 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, give only three background options.Special Abilities: All available. Special Items: All available to Arnorian Dύnedain. Gondorian Dύnedain should not have spell adders or daily spell items (range 61 – 89).
Extra Money: 1 – 200 gold pieces. Lower sums (1 – 10 gp) are more likely to be in the form of silver pieces (10 – 100 sp).
Hobbies: Primary Skills: moving and maneuvering in armor, any weapon skills, ride, swim, track, read rune, stalk/hide, perception, body development, languages. Secondary Skills: animal handling, boat-handling, first aid, meditation, rope-master, sky-watching. Artistic Skills: poetry, singing, playing a musical instrument. Athletic Skills: skiing, skating, sprinting, jumping, pole vaulting. Craft Skills: stone-crafts, metal-crafts, sewing, embroidery, fletching. Influence Skills: public speaking, diplomacy, leadership. Lore Skills: history, Elven lore, military tactics.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Dύnedain might in unusual circumstances learn : Atliduk (Rank 3), Labba (Rank 3), Logathig (Rank 4), or Nahaiduk (Rank 3).
Race Bonus
ST: +5 AG: +0 CO: +10 IG: +0 IT: +0 PR: +5 Essence RR: +0 Channelling RR: +0 Poison RR: +5 Disease RR: +5Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 1 Chain: 21-H Edged: 2 1-H Concussion: 0 2-Handed: 1 Thrown: 0 Missile: 1 Pole-Arms: 1
Climb: 0 Ride: 1 Swim: 1
Ambush: 0 Stalk/Hide: 4 Pick Lock: 0 Disarm Trap: 0
Read Runes: 1 Use Item: 1
Perception: 0 Body Development: 3
% Chance of Learning a Spell List: 10%
# of Additional Language Ranks: 6
Dunlending
Dunlendings
Also called “Hillmen”, this group of Common Men traditionally lives in the hills and highlands west of the Anduin valley. Most have become settled farmers and herders and make up majority populations in Eriador. Others remain pure and live in the foothills and mountain vales.
Physical Character
Build: They are of medium to stocky build and rugged, with little body hair. Men average 175 pounds; women, 135 pounds.Coloring: They have a tanned or ruddy complexion and brown hair.
Endurance: They are superb mountaineers and handle tough terrain with little additional effort.
Height: Men average 5’10”; women, 5’6”.
Lifespan: Short; about 50-80 years.
Resistance: Normal
Special Abilities: +20 for climbing and acrobatic maneuvers. +20 for public speaking and acting activity.
Culture
Clothing & Decoration: Crude wool and hide tunics with leggings. They also wear rough over-coats, short cloaks, and fur hats. The woollens are woven in bright plaids, the colors indicating the wearer’s family lines and clan. Ritual tattooing is widespread.Fears & Inabilities: Numerous superstitions, notably a fear of Darkness centering around the spirits of the earth and plants (which come forth at night).
Lifestyle: Dunlendings are herders, hunters, and gatherers who live in extended families and reside in villages and fortified clan-holds. They use chariots. Extremely theatric, they are gifted poets, musicians, singers, and storytellers. Pugnacious, they often settle disputes by raiding, fighting, or even warring on one another (and of course others).
Marriage Pattern: Monogamous, but one must marry outside the family. Political marriages common. Line traced through the female.
Religion: Superstitious rituals devoted to a complex grouping of vengeful petty deities. Many are vaguely based on the Dunlendings peculiar interpretations of the Valar. Oral traditions are crucial to the keeping of histories and law. Sacrifices re widespread and the clergy are both revered and feared.
Other Factors
Demeanor: Suspicious and self-centred, yet vocal and animated. They love to talk, laugh, sing, and scream.Language: Starting Languages: They speak their native tongue Dunael (Rank 5), and Westron (Rank 4). Witten Dunael is rare, for a premium is placed on oration and the performing arts. Skill Development: Dunlendings also have the opportunity to learn Rohirric (Rank 4).
Prejudices: Dunlendings generally hate the Rohirrim and Woses above all, although many also despise the Dύnedain, Dwarves, and Orcs.
Restrictions on Profession: None.
Outfitting Options
Weapons: Broadsword, club, dagger, handaxe, javelin, short bow, spear. RM options: cudgel, baw, cabis.Armor: None or soft leather. Some elite warriors fight naked.
Clothing: Males: woollen (vibrant plaid in a variety of colors; forest green, scarlet, royal blue, white, yellow, dark blue, orange, etc.) or hide tunic; breeches or a short skirt of wool or hide; short woollen jacket or cape worn over one shoulder; stout leather belt; decorative torque around the neck; hide leggings; soft leather footgear permitting superb maneuvering in rough terrain; fur over-coat and hag’ hair worn in a braid or many small braids or bleached with 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 woollen skirt (vibrant stripes or plaid); woollen bodice (sometimes a solid color); woollen jacket of cape worn over one shoulder’ soft leather footgear or stout boots; fur over-coat and hat; hair worn long, usually in multiple braids which are then woven together to form elaborate buns or twists.
Money: Goods to be bartered or exchanged for coinage; 10 deerskins, finely worked, worth 2 sp each; 5 skunk pelts worth 4 sp each; 4 red fox pelts worth 5 sp each; a bale of carded wool worth 20 sp.
Background Options
Dunlendings get four background options.
Special Abilities: All available.
Special Items: All available. Dunnish workmanship is rather crude, although it has aesthetic appeal to those with rustic tastes; it is usually of materials that do not long endure (bronze, copper, tin, leather, yarn, wood).
Extra Money: A selection of pelts (black fox, 5 gp; marten, 8 gp;, black sable, 10 gp; ermine, 13 gp; golden sable, 15 gp; mink, 11 gp; red sable, 12 gp; white fox, 7 gp) or a selection of herbs worth 1-200 gp (arkasu, bursthelas, aloe, kelventari, rewk, thurl, attanar, arnuminas, arpsusar, terbas, berterin, yaran, suranie).
Hobbies: Primary Skills: moving and maneuvering in soft leather armor, any weapon skills, climb, ride, swim, track, use item, direct spells, ambush, stalk/hide, perception, body development, spell lists. Secondary Skills: acrobatics, acting, animal handling, caving, foraging, sky-watching. Artistic Skills: body painting, tattooing, poetry, singing, storytelling, playing an instrument. Athletic Skills: sprinting, jumping. Craft Skills: metal-crafts, leather crafts. Influence Skills: public speaking. Lore Skills: Dunnish history, local geography.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Dunlending might in unusual circumstances learn: Pûkael (Rank 4)
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 1 Chain: 01-H Edged: 0 1-H Concussion: 1 2-Handed: 0 Thrown: 2 Missile: 1 Pole-Arms: 2
Climb: 5 Ride: 0 Swim: 1
Ambush: 0 Stalk/Hide: 2 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 3
% Chance of Learning a Spell List: 2%
# of Additional Language Ranks: 2
Easterling
Easterlings
This term refers to a collection of peoples who live in north-central Middle-earth, the area to the east of the western short of the Sea of Rhûn. These nomadic confederations are ever in search of territory and wealth and periodically invade the lands of their neighbours. The Balchoth and Wainriders are two such peoples. Each group has its own subculture and language, although most are related. The following is a general view; where specifics are mentioned, the discussion centers on the westernmost Easterling people – the Sagath.
Physical Character
Build: Compact and agile. Men average 135 pounds; women, 95 pounds.Coloring: Swarthy, with a tan or yellowish / tan quality.
Endurance: Normal, although they can ride horses, wagons, or chariots for long periods without exhaustion.
Height: Short to medium. Men average 5’6”; women, 5’1”.
Lifespan: Short, about 40-65 years.
Resistance: Normal.
Special Abilities: They are superb with riding animals and produce fabulous horsemen. +10 bonus to Offensive Bonuses when fighting from a horse or chariot. +20 to animal handling with regard to horses.
Culture
Clothing & Decoration: Colorful linen cloaks, woollen tunics, leather pants, and lower leg protectors. They also wear fur hats with ear flaps, or fur-covered pot helms. Some groups paint their upper bodies and faces.Fears & Inabilities: Darkness and thunderstorms.
Lifestyle: They are nomads who live in mobile camps and move their camps using great wagons (wains). Warriors all, they also herd horses and cattle. The leaders travel in, and fight from, rugged war chariots.
Marriage Pattern: Men may take more than one wife, but this is rare and costly since they must pay a bride-price. The line is traced through the male.
Religion: Superstitious rituals concerning nature spirits and heroic ancestral deities. Many worship Darkness and Morgoth.
Other Factors
Demeanor: Cold, determined, brave to the point of foolhardiness. They relish, ore are at the least unconcerned with, death in battle.Language: Starting Languages: Most speak a Logathig dialect (Rank 5), as well as a smattering of Westron (Rank 2). Skill Development: Easterlings also have the opportunity to learn: Apysaic (Rank 3), Black Speech (Rank 4), Haradaic (Rank 3), Varadja (Rank 4).
Prejudices: Easterlings have little regard for anyone except their own people. They hate the Dύnedain.
Restrictions on Profession: None.
Outfitting Options
Weapons: bola, dagger, javelin, scimitar, short bow, short sword, sling. RM options: long sword, usriev (8-foot long cross between a lance and a long, thin two-handed sword – razor-sharp 4-foot blade – use two-handed sword table, changing Krush crits to Puncture crits).Armor: None but shield and helm.
Clothing: Males: woolen or linen tunic (white, cream, lemon, or buff with bright crewelwork on the collar and along the front opening) with long, close-fitting sleeves, stand-up collar, a cack vent for ease on horseback, opening in front from neck to hem with buttons or individual ties at intervals to secure it closed; leather weapons belt; leather pants; soft, unfitted, knee-high leather boots with lacing on the outside calf to snug them to the leg; colorful linen cloak pieced together from scraps dyed a variety of colors.
Females: woolen or linen ankle-length smock (white, cream, lemon, or buff with bright crewel work on the collar and along the front opening) with long close-fitting sleeves, stand-up collar, opening in a front placket extending from neck to the lower ribs with buttons or individual ties at intervals to secure it closed; soft unconstructed, knee-high leather boots with lacing on the outside calf to snug them to the leg; colorful linen cloak pieced together from scraps dyed a variety of colors (red, blue, green yellow); fur hat with ear flaps.
Money: Draft-kine worth 20 sp.
Background Options
They get four background options.
Special Abilities: All available except range 51-55. Expand range 56-60 (empathy with an animal) to become 51-60.
Special Items: All available. Easterling crafts involve shapely creations from bone, leather, iron and bronze.
Extra Money: Livestock and possibly a wain (Wagon) or a war chariot, the total worth 1-200 gp (draft-kine, 20 sp each; light horse, 45 sp each; wain, 6 gp; war chariot, 25 gp).
Hobbies: Primary Skills: moving and maneuvering without armor, 1-handed edged weapon skills, 2-handed weapon skills, thrown and missile weapon skills, ride, track, use item, directed spells, ambush, stalk/hide, perception, body development, spell lists. Secondary Skills: acrobatics, animal handling, contortions, foraging, signalling, sky-watching. Artistic Skills: body painting, storytelling. Craft Skills: leather-crafts, bone-carving, crewelwork, fletching. Lore Skills: animal lore, war tactics.
Stat Increases: Any stat except Intuition may be increased.
Extra Languages: In addition to the tones listed above, an Easterling might in unusual circumstances learn : Labba (Rank 2), Orkish (Rank 3), Rohirric (Rank 2), Silvan Elvish (Rank 2).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 0 Chain: 01-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 1 Missile: 2 Pole-Arms: 2
Climb: 0 Ride: 5 Swim: 0
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 2
% Chance of Learning a Spell List: 2%
# of Additional Language Ranks: 2
Gondorian
Gondorians
The town folk of Gondor are representative of all Common Men dwelling in the cities of northwestern Middle-earth. The information summarized below applies to the ordinary residents of Calembel, Dol Amroth, Linhir, Pelagir, Osgiliath, and Minas Tirith. Arnorians, people from Annύminas, Fornost, Bree and Tharbad also fit this description. These fold contain varying degrees of Harnadan, Dunlending, Northman and Dύnadan blood.
Note: Use this category for characters who are not of pure Dύnadan blood, but are born and raised in any of the major cities of Arthedain, Cardolan, or Gondor.
Physical Character
Build: All types, but normally medium. Males average 155 pounds; women, 125 pounds.Coloring: Variations of fair to tan or olive skin. All colors of hair and eyes.
Endurance: Average.
Height: Males average 5’10”; women 5’4”.
Lifespan: Moderate, averaging 65-85 years.
Resistance: Normal.
Special Abilities: None.
Culture
Clothing & Decoration: Various types of elaborate or practical wool and linen garb, including cloaks, boots, etc. Tunics are worn in warmer areas; shirts and pants or leggings are worn in cooler locales. Some imported silks and fine cottons are in evidence.Fears & Inabilities: None, aside from local superstitions.
Lifestyle: Urban folk are a varied, rather cosmopolitan lot. Many are from mercantile or guild backgrounds and some have dealt with enchantments.
Marriage Pattern: Monogamous. The line is traced through either the male or female.
Religion: Variations of subdued rituals with some organized cults and shrines. Most have reverence for local or community spirits, although the principal worship focuses on Eru and the Valar. Araw (Oromë) is the patron spirt of Common Men. Many of the elite revere Varda. People from ports honor both Varda and Manwë.
Other Factors
Demeanor: Practical, aggressive, hard-working, and inquisitive.Language: Starting Languages: The Common Speech Westron (Rank 5) is their chief tongue, although local dialects abound. Skill Development: Gondorians have also the opportunity to learn Adûnaic (Rank 4), Haradaic (Rank 4), or Sindarin (Rank 4).
Prejudices: Urban folk are worldly enough to deal with most outsiders. They hate no race, aside from the Orcs and Wargs.
Restrictions on Profession: None, although Mages, Bards, Animists, and Rangers are rather rare – particularly outside of the largest cities.
Outfitting Options
Weapons: Battle-axe, broadsword, composite bow, dagger, halberd, javelin, long bow, mace, morning star, quarterstaff, short sword, spear, two-handed sword. RM options: bastard sword, foil, main gauche, rapier.Armor: Any. Inhabitants of the larger cities (Minas Tirith, Tharbad, Fornost) have more reliable access to chain and plate mail than do those in towns or small cities.
Clothing: Warm Locale: knee-length tunic (linen, fine cotton, or silk, often finely embroidered) and wide leather belt or short tunic belted over a full skirt (linen, fine cotton, or silk(; boots’ short wool cape.
Cool locale: shirt (linen or silk) under a tunic (wool or silk); leather belt; woolen breeches or full skirt (wool or silk over a wool petticoat) over wool or silk leggings; boots; long, hooded, wool cloak. Colors depend on the wealth of the wearer. Poorer fold wear linens in undyed, unbleached soft white and woolens in a subdued green, grey or brown. Wealthier individuals display snow-white linens and woolens and silks dinted with expensive dyes – maroon, purple, forest green, deep brown, indigo.
Money: 20 silver pieces of Gondorian or Arnorian mint.
Background Options
Normal, five background options.
Special Abilities: All available except range 71-75 (re-roll).
Special Items: All available. Items made by urban Gondorians and urban Eriadorans 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 available, however.
Extra Money: 1-200 silver pieces.
Hobbies: Primary Skills: moving and maneuvering in any armor, any weapon skills, climb, ride, read rune, ambush, stalk/hide, pick lock, disarm trap, perception, body development, languages. Secondary Skills: acrobatics, acting, animal handing, appraisal, boat-handling (a choice available only to Gondorians in cities on the river or shore), contortions, cookery, first aid, gambling, trickery. Artistic Skills: painting, sculpting, playing an instrument, dance, singing. Athletic Skills: juggling, stilt walking, tightrope walking. Craft Skills: wood-crafts, stone-crafts, smithing, leather crafts, sewing, embroidery, trap building, fletching. Influence Skills: public speaking, diplomacy, seduction ,trading, interrogation, bribery. Lore Skills: city history, local geography.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Gondorian might in unusual circumstances learn : Dunael (Rank 2), Kuduk (Rank 3), Logathig (Rank 4), or Quenya (Rank 2).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 0 Chain: 01-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 0 Missile: 1 Pole-Arms: 0
Climb: 0 Ride: 0 Swim: 1
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 1 Use Item: 1
Perception: 1 Body Development: 1
% Chance of Learning a Spell List: 15%
# of Additional Language Ranks: 5
Endorian
Eriadorans
This is a generalized label for the rural folk of Eriador, the Common Men inhabiting the lands that once comprised the kingdom or Arnor. Eriadorans contain varying degrees of Dunlending, Northman, and Dύnadan blood. They bear close resemblance to the rural inhabitants of Gondor, save that many rural Gondorians possess some diluted Harnadan lineage. However, the material presented below applies equally well to the rural folk of both Eriador and Gondor.
Note: Use this category for characters born and raised among the farms, grazing lands, and small hamlets of Atrhedain, Rhudaur, Cardolan, and Gondor.
Physical Character
Build: All types, but normally medium. Men average 160 pounds; women, 125 pounds.Coloring: Variations of fair to tan or olive skin. All colors of hair and eyes.
Endurance: Average.
Height: Male averages 5’10, women, 5’4”.
Lifespan: Moderate, averaging 60-80 years.
Resistance: Normal.
Special Abilities: None.
Culture
Clothing & Decoration: Practical wool and linen garb, including cloaks, boots, etc. Tunics are worn in warmer areas; shirts belted over pants or skirts and leggings predominate in cooler locales. Fears & Inabilities: None, aside from local superstitions.Lifestyle: These rural folk are mostly farmers and herders with little contact 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 (The Vala Oromë) is the patron spirit of Common Men. As farmers, they often pray to Yavanna, the Queen of the Earth. They call her “Dalam” or Ardalam”.
Other Factors
Demeanor: Practical, hard-working, quiet, loyal, and often shy.Language: Starting Languages: The Common Speech, Westron, is their chief tongue, although local dialects abound. Skill Development: Eriadorans also have the opportunity to learn: Kuduk (Rank 4).
Prejudices: Eriadorans are suspicious of most outsiders and might be in awe of some. They hate no race, aside from the Orcs and Wargs.
Restrictions on Profession: Eriadorans produce no true Mages. Bards, Animists, and Rangers are exceedingly rare.
Outfitting Options
Weapons: Dagger, handaxe, club, throwing dagger, sling, quarterstaff. RM options: fishing spear )treat as -5 javelin).Armor: Soft leather or no armor.
Clothing: Warm Locale: knee-length linen tunic and wide leather belt or short tunic belted over a full, linen skirt’ short wool cape. Cool locale: linen shirt under a woolen tunic’ wide leather belt; woolen breeches or full woolen skirt over wool leggings; boots’ long, hooded, wool cloak. Linens are undyed, unbleached soft white. Woolens are subdued green ,grey or brown.
Money: Livestock which may be sold for coinage: a milk cow (20 sp), a pair of sheep (10 sp each), four goats (5 sp each), or ten geese (2 sp each).
Background Options
Eriadorans receive 5 background options, the normal amount.Special Abilities: All available except range 71-75 (re-roll).
Special Items: Spell adders and daily spell items not available. Weapons and tools made by these rural folk are ducally crude, but serviceable. Wood, bronze, iron, leather, wool, and linen are the most abundant materials.
Extra Money: 2-200 bronze pieces, roll 1D100.
Hobbies: Primary Skills: moving & maneuvering in no armor or soft leather, climb swim, track, stalk/hide, perception; Secondary Skills: acrobatics, animal handling, caving, cookery, foraging, rope-mastery, sky-watching; Artistic Skills: dance; Craft Skills: leather working, woodcarving.
Stat Increases: Any stat except Presence eligible for increase.
Extra Languages: In addition to the tongues listed above, a rural Eriadoran might in unusual circumstances learn: Adûnaic (Rank 2) and Dunael (Rank 3), more commonly encountered in southeastern Eriador.
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 1 Hard Leather: 1 Chain: 11-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 1 Missile: 1 Pole-Arms: 1
Climb: 0 Ride: 1 Swim: 1
Ambush: 0 Stalk/Hide: 1 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 2
% Chance of Learning a Spell List: 3%
# of Additional Language Ranks: 4
Haradrim
Haradrim
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 bases. However, Harad contains little true desert, and sparse groups settle or roam the whole region. Haradrim (S. “Southmen”) are also called “Southrons” or “Haradwaith” (a term also referring to the land).
Physical Character
Build: North and central desert: most groups are small and wiry, particularly those of the open country; Males average 130 pounds; women, 95 pounds. Coastal areas and Far Harad: most are related to the Men of Mûmakan, and are tall and wiry; Males average 190 pounds; women, 150 pounds.Coloring: Norther groups have light / medium grey or brown skin; straight black hair; and dark brown eyes. Southern groups have dark grey, brown or black skin; straight or curly black hair and dark brown or black eyes.
Endurance: Haradrim can travel great distances in hot climes and need little water. They are slowed only slightly by sand. They operate poorly in the cold.
Height: Northern groups: Males average 5’5”; women 5’0”. Southern groups; males 6’5”; women 6’1”.
Lifespan: Northern groups: average, about 80-100 years. Southern groups: short, about 40-60 years.
Resistance: +10 DB and RR bonuses versus heat/fire attacks; -10 DB and RR bonuses versus cold/ice attacks.
Special Abilities: Their eyes are attuned to extremely bright light, and they are unaffected by brilliant displays which might blind others.
Culture
Clothing & Decoration: Red, purple, and gold are favoured colors, although white and black are used in practical cases. Both men and women wear their wealth, mostly in the form of gold.Fears & Inabilities: None.
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 interactions with foreign Men. Many are or were involved with the caravan trade, and most ride well: horses and camels in norther Harad, horses and elephants in southern Harad. There is a distinct separation between males and females and very strong bonds between members of families and clans.
Marriage Pattern: Men may take more than on wife, but this is expensive since it involves a bride-price. The line is traced through the male.
Religion: Elaborate rituals in service to idols which represent various “high gods.” Altars for household gods are carried everywhere.
Other Factors
Demeanor: Passion, fiery, and instilled with a fierce but peculiar honor. Some consider them cruel and vengeful, particularly since life is not particularly valued.Language: Starting Languages: Norther groups speak Haradaic (Rank 5), their home tongue, as well as Westron (Rank 5) and Apysaic (Rank 4). Southern groups normally use Apysaic (Rank 5), Westron (Rank 3), and Haradaic (Rank 3). Skill Development: Haradrim have also the opportunity to learn: Logathig (Rank 4) and Varadja (Rank 3).
Prejudices: Most hate the Dύnedain, Elves, Dwarves, and anyone who looks particularly different – although they are suspicious of most peoples.
Restrictions on Profession: None.
Outfitting Options
Weapons: Dagger, scimitar, short bow, short sword, spear. RM options: blow gun, boomerang, darts (throwing).Armor: 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.
Money: Gold bracelets worth 2 (gp (unset with any gemstones)
Background Options
Normal, five background options.Special Abilities: All available.
Special Items: All available. Haradrim favour gold ornamented with elaborate engraving but bare of gems.
Extra Money: Gold bracelets and/or gold torque worth 1-200 gp.
Hobbies: Primary Skills: moving and maneuvering with no armor, 1-handed edged weapon skills, thrown and missile weapon skills, ride, track, any magical skills, ambush, stalk/hide, disarm trap, perception, body development, spell lists. Secondary Skills: animal handling, appraisal, foraging, sky-watching, trickery. Artistic Skills: storytelling, singing. Athletic Skills: sprinting, jumping, pole vaulting. Craft Skills: metal-crafts, fold smithing, fletching. Influence Skills: leadership, bribery. Lore Skills: animal lore, local geography, war tactics.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Haradan might in unusual circumstances learn : Black speech (Rank 3) or Silvan Elvish (Rank 3).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 1 Hard Leather: 0 Chain: 01-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 1 Missile: 0 Pole-Arms: 2
Climb: 0 Ride: 7 Swim: 0
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 2
% Chance of Learning a Spell List: 2%
# of Additional Language Ranks: 3
Rohirrim
Rohirrim
The Rohirrim (“Masters of Horses”) are the Northmen of Rohan and have a complex ancestry. They settled in Rohan (then Calenardhon) about T.A. 2015 at the request of Cirion, the Steward of Gondor. The grant was a reward of the Northmen’s aid in the defeat of the Easterling Balchoth.
Between T.A. 1977 and 2510, the ancestor of Rohirrim – then called the Éothéod – lived in the norther Anduin Valley. During the period T.A. 1857 – 1977, these Northmen lived further south in the Anduin Valley, between the Old Ford and the Gladden Fields (S. “Loeg Ningloren”). Prior to T.A. 1857 they were called the Éothraim of Rhovanion and lived south and east of Mirkwood. The Rohirrim call Rohan the “Riddermark.”
Physical Character
Build: Average to stocky and strong. Males average 190 pounds; women, 130 pounds. The men have considerable facial hair.Coloring: 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: Males average 6’1”; women 5’5”.
Lifespan: 60-85 years.
Resistance: Average.
Special Abilities: +20 bonus to melee Offensive Bonus when fighting from horseback.
Culture
Clothing & Decoration: Linen and/or woolen shirts, medium length pants, and leggings. Warriors commonly wear chain mail and carry shields bearing the symbol of their folk, a white horse on a green field.Fears & Inabilities: None.
Lifestyle: Herders and horse-masters, they spend much of their year living in various semi-permanent camps set out on a circuit of pastures. They return to their permanent homes for the winter. Some garden or farm. Most Rohirrim are also accomplished hunters and fishermen.
Marriage Pattern: Monogamous. The line is traced through male.
Religion: Somewhat formal. Rituals celebrate life, fertility, and the cycles of the seasons. Most are held atop hills in mountain vales or at the base of the peaks. They revere Eru and the Valar and, in particular, Araw (Oromë). The ancient Cult of the Stag and the Cult of the Earth are maintained.
Other Factors
Demeanor: Practical, rugged, straightforward, and somewhat lout. They enjoy song, celebration, physical games and battle.Language: Starting Languages: They speak Rohirric (Rank 5), the descendant of the older Eothrik tongue of Rhovanion. Most also speak Westron (Rank 5) and a little Dunael (Rank 1). Skill Development: Rohirrim have also the opportunity to learn: Adûnaic (Rank 3), Atliduk (Rank 4), Logathig (Rank 3), or Nahaiduk (Rank 4).
Prejudices: The Rohirrim hate the Dunlendings and consider the Woses to be lesser beings. They also have an age-old hatred of Orcs, Wargs, Easterlings, and Dragons.
Restrictions on Profession: None, although the Rohirrim rarely produce Mages.
Outfitting Options
Weapons: Broadsword, dagger, lance, composite bow. RM options: long knife, light lance, heavy lance, long sword.Armor: Chain mail with helmet and shield.
Clothing: Males: long-sleeved cotton shirt (dark grey or blue); wool jerkin (maroon, brown, grey, blue) falling to mid-thig, embroidered bands at its hem and neck; wool trousers wrapped with linen strips around the calves to keep the fabric snug; high boots or shoes; woolen cloak or surcoat (charcoal grey, dark blue, forest green, black).
Females: wear the shirt, jerkin, trousers, and boots typical of male garb when they ride, preferring the lighter hues (pale grey, sky blue, sea green) and more ornate embroidery; at home they don low shoes and cotton or woolen gowns (white or pale grey favoured) with simple, formfitting lies and extensive embroidery on the sleeves, shoulders, skirt hem, bodice and about the neck; their outer capes are also richly embroidered and usually bright blue or light green.
Other Gear: Since most Rohirrim spend the summer away from their homes, travelling with their horses and herds, every adult has at least on small tent, a bedroll, and mess kit.
Money: 20 silver pieces of Gondorian mint or the rarer celebratory Rohirric pening (equivalent in value to Gondor’s silver piece).
Background Options
Normal, five background optionsSpecial Abilities: All available except range 71-75 (re-roll).
Special Items: Spell adders and daily spell items not available. Weapons and tools are usually ornamented elaborately – gold and silver engraving and settings of ruby or amber are popular.
Extra Money: 1-200 gold pieces of Gondorian mint or a number of riding horses worth an equivalent amount (light horse, 45 sp; medium horse, 60 sp; heavy horse, 80 sp; lesser warhorse, 20 gp; greater warhorse, 75 gp).
Hobbies: Primary Skills: Moving and maneuvering in chain mail, any weapon skills except 1-handed concussion, climb, ride, swim, track, ambush, stalk/hide, perception, body development, languages. Secondary Skills: animal handling, caving, first aid, foraging, gaberling, sky-watching. Artistic Skills: storytelling, singing. Athletic Skills: sprinting, horse racing. Craft Skills: metal-crafts, leather-crafts, embroidery, fletching. Influence Skills: public speaking, diplomacy, leadership. Lore Skills: cavalry tactics, Rohir history, horse lore.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Rohir might in unusual circumstances learn : Pûkael (Rank 2) or Sindarin (Rank 3).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 1 Chain: 21-H Edged: 2 1-H Concussion: 0 2-Handed: 0 Thrown: 0 Missile: 1 Pole-Arms: 1
Climb: 0 Ride: 8 Swim: 1
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 2
% Chance of Learning a Spell List: 3%
# of Additional Language Ranks: 4
Lossoth
Lossoth
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 settle, nomadic folk who move with the seasonal migration of big game and rarely interact with other Men.
Physical Character
Build: Stocky and hard with pronounced muscles. They have wide features and large, pudgy hands and feet. Males average 175 pounds; women, 135 pounds.Coloring: Fair, with reddish highlights. They have pale blue eyes and fair hair.
Endurance: They are extremely rugged and can travel great distances with little or no rest.
Height: Short; Males average 5!5”; women 5’3”.
Lifespan: Men about 50-60 years; women about 75-90 years.
Resistance: +20 bonus versus cold/ice attacks. -20 bonus versus heat/fire attacks.
Special Abilities: They have an acute sense of smell and perception. They can pick up a Man’s scent a mile downwind and 100 feet upwind (1000 otherwise). +10 bonus to Perception.
Culture
Clothing & Decoration: Fur, leather, and sea-mammal hides. Some possess one colorful, patterned coat made of spun fabric and lined with fur. All wear colorful, lined, conical hoods.Fears & Inabilities: Many fear Darkness.
Lifestyle: The Lossoth are poor, nomadic hunters and gatherers. 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 or 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 female.
Religion: They worship Nature-spirits who they believe to be akin to enchanted or godlike beasts. Dance and story-telling rituals make up the bulk of ceremonial life.
Other Factors
Demeanor: Generous, quiet, slow-paced, reserved, and shy – but fearless and persevering.Language: Starting Languages: The Lossoth speak Labba (Rank 5) and do not write. Some speak a little Westron (Rank 2) or Sindarin (Rank 2). Skill Development: Lossoth have also the opportunity to learn Atliduk (Rank 2) or Logathig (Rank 3).
Prejudices: They hate Wargs, Dragons, Giants, and Trolls above all things. Those that know of Orcs also hate them.
Restrictions on Profession: None.
Outfitting Options
Weapons: Dagger, javelin, net, short bow, spear. RM options: harpoon, ice knife (treat like +5 dagger), fishing net, ice axe (treat as a baw), trident.Armor: Their normal clothing acts as soft leather armor. Otherwise, none.
Clothing: Soft, sued tunic decorated with beadwork; soft, suede pants also boasting beadwork; females wear a beaded suede skirt over planer pants; soft, leather moccasins; heavy, fur-lined leather or wool coat trimmed with 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 its 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 elaborately beaded, fringed, and embroidered exterior surface.
Money: Goods which may be bartered or sold for coinage: a skin of spermaceti (important ingredient in ointments and candles) worth 20 silver pieces; 7 leaves of Darsurion (a leaf heals 1-6 concussion hits), worth 3 sp each; moose or elk pelt work 20 sp; or a whole dried fish worth 20 sp in markets of lower latitude.
Background Options
They get four background options.Special Abilities: All available.
Special Items: All available. Lossoth favour items of copper or leather ornamented with fur, fringe, and beads.
Extra Money: A selected 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 gold pieces.
Hobbies: Primary Skills: moving and maneuvering in soft leather, any weapon skills except 1-handed concussion, track, use item, directed spells, ambush, stalk/hide, perception, body development, spell lists. Secondary Skills: animal handling, boat-handling, first aid, foraging, signalling, sky-watching. Artistic Skills: dance, storytelling. Athletic Skills: skiing, skating. Craft Skills: copper-smithing, leather crafts, beadwork, fletching. Lore Skills: snow lore, animal lore, Lossoth history.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Lossoth might in unusual circumstances learn : Umitic (Rank 3).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 3 Hard Leather: 0 Chain: 01-H Edged: 0 1-H Concussion: 0 2-Handed: 0 Thrown: 3 Missile: 0 Pole-Arms: 2
Climb: 0 Ride: 0 Swim: 2
Ambush: 0 Stalk/Hide: 4 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 3
% Chance of Learning a Spell List: 5%
# of Additional Language Ranks: 1
Variags
Variags
The Variags live in the region of Khand, a semi-arid plateau which lies southeast of Mordor. They are a distinct race, but are occasionally confused with the Haradrim of Far Harad. In reality, they have as many ties to the Easterlings. Brutal and semi-nomadic, they have long been influenced by Mordor and the constant wars with their neighbors.
Physical Character
Build: Medium; men average 155 pounds; women, 125 pounds.Coloring: Extremely dark grey or black skin, straight black hair, and red or reddish brown eyes.
Endurance: Variags can travel for extreme periods on horseback with little to no rest.
Height: Medium; men average 5’9”; women 5’3”.
Lifespan: Short, about 50-70 years.
Resistance: Average
Special Abilities: Variags are superb riders and handle both horses and camels well. +10 bonus to Offensive Bonuses when fighting from horseback (+5 when fighting from camelback).
Culture
Clothing & Decoration: Variags favour black and red clothing and wear richly adorned garb. Their armor 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 scaring (as opposed to tattooing) if frequently presented.Fears & Inabilities: Variags fear Darkness (but not the night) and illness or infirmity – 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: Women take more than one mate, and there is no marriage. A woman’s brother helps raise the children. The line is traced through the female.
Religion: Variags worship a pantheon of cruel gods and have elaborate night time ceremonies; sacrifices abound. The Lord of Darkness is the strongest deity, and is actually a modified incarnation of Morgoth or Sauron. Female priests interpret laws.
Other Factors
Demeanor: Confident, fearless, jealous, abrupt, impulsive, and cold hearted.Language: Starting Languages: Variags speak Varadja (Rank 5), Haradaic (Rank 3), and Westron (Rank 2). Skill Development: Variags have also the opportunity to learn: Logathig (Rank 4). Prejudices: the Variags despise all Men except those who have recently defeated them in battle. They have grudging respect of the races of Mordor, but generally hate all non-mannish folk.
Restrictions on Profession: None.
Outfitting Options
Weapons: bola, dagger, javelin, scimitar, short bow, sling. RM options: knife, horse bow, usriev (8-foot long weapon with a f-foot haft, like a lance, securing a long, thin, razor-sharp,4-foot blade; use two-handed sword table, changing Krush crits to Puncture crits).Armor: Soft or rigid leather and a small, reinforced, oval shield and a layered leather helm.
Clothing: Males: sort or long-sleeved tunic (red or black) spun from camel hair; leather tunic, its front and back surfaces entirely covered with the stylized images of a beast’s snarling face; leather belt; breeches (red or black) spun from camel hair’ leather riding greaves covering the inner surfaces of the thigh and calf; sandals; helmet of layered leather with brightly hued tassels and plumes; black camel-hair cloak, its surface entirely encrusted with gold embroidery and metallic red and purple appliqué.
Females: short or long-sleeved tunic (red or black) spun from camel hair; camel hair over-tunic, loose flowing sleeves, hem at the ankles; black or red tabard, its surface entirely encrusted with gold embroidery and metallic red/black and purple appliqué; camel hair breeches (red or black); leather riding greaves covering the inner surfaces of the thigh and calf; sandals; head dress, taking the stylized form of a bat, serpent, lizard, hawk, wild cat or horse.
Money: Camel worth 20 sp.
Background Options
They get four background optionsSpecial Abilities: All available.
Special Items: All available. Variag craftsmen favour brightly colored implements of bone, leather, iron, gold and bronze adorned with beast motifs.
Extra Money: Livestock (camel, 20 sp each; light horse, 45 sp each) or gold jewelry (earrings, nose rings, cheek rings, finger rings, wrist bracers) worth a total of 1-200 gp.
Hobbies: Primary Skills: maneuvering in soft or rigid leather, any weapon skills, ride, track, directed spells, ambush, stalk/hide, perception, body development, spell lists. Secondary Skills: acrobatics, animal handling, appraisal, contortions, foraging, gambling, sky-watching. Artistic Skills: body painting, tattooing, storytelling, singing. Athletic Skills: sprinting, jumping, horse racing. Craft Skills: leather-crafts, metal-crafts, fletching, embroidery. Influence Skills: intimidation. Lore Skills: animal lore, local geography, Dark religion, Variag history.
Stat Increases: Any stat except Intuition may be increased.
Extra Languages: In addition to the tongues listed above, a Variag might in unusual circumstances learn : Apysaic Eriadorans , Black Speech (Rank 3), or Orkish (Rank 4).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 1 Hard Leather: 0 Chain: 01-H Edged: 2 1-H Concussion: 0 2-Handed: 0 Thrown: 1 Missile: 1 Pole-Arms: 1
Climb: 0 Ride: 4 Swim: 0
Ambush: 0 Stalk/Hide: 1 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 2
% Chance of Learning a Spell List: 5%
# of Additional Language Ranks: 3
Woodman
Woodmen
The woodmen have long dwelt in Mirkwood, the great forest in 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 Beornings in the nearby Anduin Vales and the foothills of the Grey Mountains. The Rohirrim are their distant kin.
Physical Character
Build: Average to stocky, with strong but angular features. The men possess large amounts of facial hair. Males average 195 pounds; women, 135 pounds.Coloring: Fair skin with reddish highlights. They have blond hair and blue or green eyes.
Endurance: Average.
Height: Males average 6’1”; women 5’5”.
Lifespan: 65 – 85 years.
Resistance: Average.
Special Abilities: They can climb and move along tree limbs exceedingly well: +20 to climbing and acrobatics maneuvers. +10 to foraging maneuvers.
Culture
Clothing & Decoration: They wear crude woolen tunics and short pants with leggings. Most favour coats, cloaks, and fur hats.Fears & Inabilities: None.
Lifestyle: They are an independent lot who have no formal political structure. Living off the gifts of the forest, the 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.
Religion: Most personal and within the family or band. Female Wuitan (“Knowing Ones”) serve as shamans – Animists who act as seers, healers, and spiritual leaders. They manager the ancient Cult of Growing (“Alanakyn”) which meets for rare tribal ceremonies. The Vala Araw (Oromë) is revered above all others.
Other Factors
Demeanor: Quiet, independent, reclusive.Language: Starting Languages: They speak the Rhovanion tongue called Nahaiduk (Rank 5), a little Westron (Rank 2), and a little Sindarin (Rank 2). Skill Development: Woodmen have also the opportunity to learn: Atliduk (Rank 4), Logathig (Rank 4).
Prejudices: Woodmen hate Orcs, Wargs, Trolls, and Giant Spiders.
Restrictions on Profession: No restrictions.
Outfitting Options
Weapons: Club, dagger, handaxe, long bow, quarterstaff, short sword, sling. RM options: woodman’s axe, throwing darts, knife.Armor: none or soft lather.
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 leggings and full trousers ending at the knee, gather into a cuff or full trousers gathered at the knee into a narrow sheath extending to the ankle; short woolen coat in subdued colours; long woolen cloak with hood’ fur hat’ fur boots, soft and unconstructed for excellent traction on the limbs.
Money: Herbs worth 20 sp (Rewk, 9 sp; Thurl, 1 sp).
Background Options
Normal, five background options.Special Abilities: Replace range 71-75 with: character may merge his or her body in to the bole of any tree with a trunk at least 1 foot in diameter for up to 1 hour; his or her presence cannot be detected while merged; after 1 hour, the character is automatically expelled from the tree.
Special Items: All available/ woodmen create items of wood, bark, fur, leather, and feathers.
Extra Money: Herbs worth 1-200 gp (Terbas, 2 gp; Berterin, 19 GP; Slota, 36 gp).
Hobbies: Primary Skills: moving and maneuvering in soft armor, any weapons skills except 2 handed and pole-arms, climb, swim, track, read rune, ambush, stalk/hide, perception, body development. Secondary Skills: acrobatics, first aid, foraging, rope-mastery, signalling. Artistic Skills: woodcarving, storytelling, dance. Athletic Skills: rappelling, tightrope walking. Craft Skills: wood-crafts, leather- crafts, fletching, crewelwork. Lore Skills: forest lore, geography of Mirkwood, plant lore, animal lore.
Stat Increases: Any stat except Presence may be increased.
Extra Languages: In addition to the tongues listed above, a Woodman might in unusual circumstances learn : Orkish (Rank 2), Silvan Elvish (Rank 3), or Waildyth (Rank 3).
Race Bonus
ST: +5 AG: +0 CO: +0 IG: +0 IT: +0 PR: +0 Essence RR: +0 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 1 Hard Leather: 0 Chain: 01-H Edged: 1 1-H Concussion: 0 2-Handed: 0 Thrown: 1 Missile: 1 Pole-Arms: 1
Climb: 3 Ride: 0 Swim: 1
Ambush: 0 Stalk/Hide: 4 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 2
% Chance of Learning a Spell List: 3%
# of Additional Language Ranks: 2
Woses
Woses
Of all men, none surpass the Woses 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 Woses have many names. They call themselves Drughu. Drύedain, (sing. Drύadan) is the label given to them by Elves, while Men use various terms: Pûkel-men, Wild Men, Drugs, or Woses, the latter a Westron construction. Orcs fear the Woses and have named them Oghor-hai.
Physical Character
Build: Woses generally have a broad, stumpy profile marked by wide faces, 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 of the Wose Men have any hair below their eye level. Those that do are revered, although even they have no more than a lender patch of black chin hair which lies will below their wide mouths. Nearly all Wose Men are bald from the forehead to the back centre of their squat skulls, but take pride in the hair they have along the flanks of the head.
Males average 145 pounds; women, 135 pounds.
Coloring: Ruddy skin, black hair, and black eyes. Because the Woses have guarded eyes which ae dark and set with black pupils, they appear to gaze from the 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 of the subtle distinctions in the eyes themselves. This haunting feature is made even more unsettling when a Wose is angry; then the pupils flow with a fiery red hue.
Endurance: Average.
Height: Males average 4’9”; women 4’4”.
Lifespan: 30-50 years.
Resistance: Average.
Special Abilities: The wide noses of the Woses are the most sensitive found in Man. Even in an open field, they can smell an Orc before another Man can see him. Together with their strong eyesight, they can track better than almost any hunting hound. Only running water will stay their pursuit. This is even true at night. Since Woses are blessed with superb night-vision. Even in the dark forest of the night they can see 1000 feet s if it were daylight. +25 bonus to racking maneuvers; +15 bonus for foraging.
They have the ability to sit for days on end without movement. With legs crossed, hands on their laps or knees, and eyes closed or facing groundward, they can remain silent as a statue. This affords them peace and allows for recall or mediation. Unfortunately, it apparently does nothing to lengthen their years, for the Woses generally die at a young age.
Culture
Clothing & Decoration: They often braid their hair, pulling it back to join behind in multiple tails. Woses ear 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 acquainted with other Men occasionally don hide leggings and breechcloth, and in rugged terrain they employ a distinct high, thick-soled laced shoe. Beyond these trappings, they have little use of the costumes of other Men.Fears & Inabilities: Woses do not like towns and cities.
Lifestyle: Wose culture revolves round the forests and plants they hold so der. They are frugal and eat little, even In the best of times, and they partake of not drink but water. Being exclusively vegetarian, 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 Woses are best known. They carve a variety of motifs and beasts, and employ a particular form in the making of life-like “watch-stones” (Pûkel-men). These are guardian statues which they place to protect paths, entries, crossroads, and 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 Woses can communicate with watch-stones of their making and can derive knowledge from the carvings’ “experience.” Some very powerful watch-stones actually come to life in order to guard their posts – acting instead of their creator – although in such a case, the Wose sculptor will feel all the pain of his creation. They pace 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 few young. The line is traced through the female.
Religion: Many of the watch-stones stand over the Wose holy sites. Unlike many of the other men, particularly the Dunlendings with whom the Woses are often associated, the Woses have a strong tradition of organized worship. This is pronounced animism which revolves around a reverence of 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 o Fruits and Queen of the Earth, whom they call “Mam-ugu-Mam.” It is she who presides over the kelvar (plants), and it is the plants which breath life into the world of the Woses.
Other Factors
Demeanor: Woses generally seclude themselves from other folk and do not take on friends easily, but when they do, they are unwaveringly loyal. Those that do get to know them will be impressed by their frequent bouts of laughter, since the Woses will laugh when others since. Their rich and unrestrained joviality forms quite a contrast to their usual demeanor; normally they appear unemotional and slow to speak.Language: Starting Languages: When they do talk, the Woses use the guttural Pûkael tongue (Rank 5) which is ideally suited to their deep voices and is alien to that of other Men. Some also speak a little Westron (Rank 2) or Dunael (Rank 2). Having no use for traditional runes or script, the Woses have developed their own system of pictographic signs – most quite simple – which they utilize for the most practical purposes, notably to mark paths or signal their brethren while out in the wood. Skill Development: Woses have also the opportunity to learn more of the Westron (Rank 4)and Dunael (Rank 4) tongue.
Prejudices: Woses hate Orcs, Wargs, and Rohirrim. The latter group has occasionally made sport of hunting the Wild Men.
Restrictions on Profession:There are not Wose Mages or Bards.
Outfitting Options
Weapons: club, dagger, handaxe, mace, quarterstaff, spear, war mattock. RM options: blowgun, jo, throwing darts, pipebow (a 3’ long blowgun; treat as a light crossbow delivering a dart coated with Pûra, 2nd lvl conversion poison). Most weapons possess stone blades or tips or attack surfaces and wooden hafts. Armor: None or soft or rigid leather. Woses rarely wear armor, 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 fasteners along the outer side of the leg.
Money: Herbs worth 20 sp (Rewk, 9sp; thurl, 1 sp).
Background Options
Normal, five background options.Special Abilities: All available. The spell list learned in range 71-75 must be a Channeling, Ranger or Animist list. Replace range 61-65 with: character gifted at birth with an enchanted Tattoo of Wildness that camouflages his or her skin (+50 to stalk/hide) in a forest environment; the tattoo covers the whole body, but is invisible until its power is desired.
Special Items: All available, but spell adders and daily spell items are based on Channeling, not Essence. Stone, wood, bark, and bright pigments are the materials used by Wose craftsmen.
Extra Money: Herbs worth 1-200 gp (Terbas, 2 gp; Berterin, 19 GP; Pûra, 28 gp).
Hobbies: Primary Skills: moving and maneuvering in soft or rigid leather, any weapon skills, climb, swim, track, use item, ambush, stalk/hide, perception, body development, spell lists (Channeling realm only). Secondary Skills: caving, first aid, foraging, meditation, signalling, sky-watching. Artistic Skills: sculpting, body painting, tattooing, storytelling. Craft Skills: wood-crafts, stone-crafts. Influence Skills: leadership. Lore Skills: plant lore, local geography, Wose history, Wose pictographs.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Wose might in unusual circumstances learn : Rohirric (Rank 3).
Race Bonus
ST: +0 AG: +0 CO: +5 IG: +0 IT: +0 PR: -5 Essence RR: +20 Channelling RR: +0 Poison RR: +0 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 3 Hard Leather: 0 Chain: 01-H Edged: 2 1-H Concussion: 0 2-Handed: 0 Thrown: 4 Missile: 0 Pole-Arms: 1
Climb: 3 Ride: 0 Swim: 2
Ambush: 2 Stalk/Hide: 4 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 3
% Chance of Learning a Spell List: 5%
# of Additional Language Ranks: 2
Orc
Common orcs
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 Sauron’s will, often prompted merely by a greed for plunder. The Orcs inhabiting the peaks surrounding Mordor (Ephel Dύath, Ered Lithui) are more strongly dominated by the Dark Lord.
Physical Character
Build: Heavy, with thick hides, short legs, and long, thin arms. They have grotesque, fanged faces and random hair growth. Males and females average 65 pounds.Coloring: Black or grey hair, black or reddish-brown eyes, and deep grey or black hides.
Endurance: Tremendous. Orcs can travel for 2 days without rest. Alternatively, they can run for up to 12 hours without stopping.
Fears & Inabilities: Natural sunlight and deep, running water. In full daylight, their activity is at -60; in artificial or magical daylight, their activity is at -25.
Height: Males and females average 4’.
Lifespan: Indefinite; certainly hundreds of years, but the nature of their warlike life permits few to live past the age of 50.
Resistance: +30 bonus versus heat/fire attacks.
Special Abilities: Orc sleep during the daylight hours, although they need res only once every 3 days. Orcish vision in most darkness is as good as a Man’s during the height of day. When there is barely any light (cloudy, moonless nights; upper caverns, dungeons), Orcs can see at least 50’ perfectly and fairly well up to 100’. In absolute darkness (deep caverns), they can see 10’.
Culture
Clothing & Decoration: Skins, leathers, and metal armor – crude, but well made and effective.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 individuals. To them, politics equates with force, and separate Orc tribes often war. Inter-tribal cannibalism is the norm.
They are, however, quite skilled. Their smiths rival those of the Dwarves and Elves and, although the items they produce lack beauty in form, they are exceptionally effective. Orcs are also fine healers, despite their lack of concern for scarring. Utility is their principal goal.
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 re receptive only to the fiercest and most attractive males. This results in the strongest offspring. The many young are kept together and raised jointly by all the female Orcs.
Religion: Orcs worship Darkness and power. Most revere Sauron as a god, respecting his ability to induce utter terror.
Other Factors
Demeanor: Orcs are cruel, jealous, petty ambitious, selfish, and suspicious. They are almost always uncomfortable and, aside from mealtime or battle, are never happy or a peace.Language: Starting Languages: Orcs speak various Orkish dialects (Rank 5) which are generally related to Westron and are somewhat understandable (Rank 3)to one knowing Westron or another such Orkish dialect. Skill Development: Orcs have also the chance to learn: Westron (Rank 2) and Black Speech (Rank 3).
Prejudices: Orcs hate all races, including Orcs of other tribes. They particularly despise Elves, who they believe to be a spiteful, wicked, and wayward race.
Restrictions on Profession: Orcs produce no Mages, Animists, Bards, or Rangers.
Outfitting Options
Weapons: Club, dagger, handaxe, scimitar, short bow, spear, whip. RM options: harpoon, barbed arrows.Armor: None, soft or rigid leather. Leather helmet. Shields are rare.
Clothing: Males: short hide kilt; leather wrist guards’ leather boots. The leather and hides are undyed.
Females: hide tunic, falling to mid-thigh’ no foot fear; leather thong worn as a headband to restrain the hair.
Money: 20 sp of varying mints, obtained as plunder in battle or stolen from the tribe’s hoard.
Background Options
Common Orcs get only two background options.Special Abilities: All except ranges 56-60, 71-75, and 91-95. Extend range 96-00 to become range 91-00; re-roll other results.
Special Items: Daily spell items and spell adders not available. Weapons and tools made by Orcs are ungainly to look upon, but serviceable. Iron, steel, hide, and sinew are typical materials.
Extra Money: 1-200 gp of varying mints, obtained as plunder in battle or stolen from the tribe’s hoard.
Hobbies: Primary Skills: moving and maneuvering in soft or rigid leather, any weapon skills except 2-handed, climb, ride (Wargs), track, ambush, stalk/hide, pick lock, body development. Secondary Skills: acrobatics, animal handling (bats and Wargs), appraisal, caving, contortions, first aid, gambling, trickery. Artistic Skills: totem making. Athletic Skills: sprinting, rappelling, juggling, jumping, pole vaulting. Craft Skills: metal-crafts, leather-crafts. Lore Skills: cavern geography, tactics.
Stat Increases: Intelligence, Intuition, and Presence may not be increased.
Extra Languages: In addition to the tongues listed above, a Common Orc might in unusual circumstances learn : Atliduk (Rank 2) or more of Black Speech (Rank 4) or the Westron (Rank 4) tongue.
Race Bonus
ST: +5 AG: -5 CO: +15 IG: -10 IT: -10 PR: -10 Essence RR: +0 Channelling RR: +0 Poison RR: +20 Disease RR: +5Adolescence Skill Ranks
No Armor: 1 Soft Leather: 1 Hard Leather: 3 Chain: 21-H Edged: 0 1-H Concussion: 3 2-Handed: 0 Thrown: 1 Missile: 0 Pole-Arms: 1
Climb: 1 Ride: 0 Swim: 0
Ambush: 1 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 0 Body Development: 2
% Chance of Learning a Spell List: 0%
# of Additional Language Ranks: 2
Uruk-Hai
Uruk-hai
Following Sauron’s resurrection in T.A. 1000, he began breeding a new race of Orcs, one capable of independent and intelligent action. After centuries of work ,h produced the first Greater Orcs, and he called them 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 Lord’s finest goblin troops.
Physical Character
Build: Uruk-hai have a more “human” appearance, despite cat-like eyes, fang-teeth, and black/grey hides; they have longer, stronger, and straighter legs.Height: Uruk-hai average 5’6” and 145 pounds.
Special Abilities: Despite their preference for darkness, Uruk-hai operate freely in daylight.
Demeanor: Uruk-hai possess more intelligence and cunning than Common Orcs.
Language: Starting Languages: Black Speech (Rank 5), Orkish (Rank 4), and good Westron (Rank 4). Skill Development: Uruk-hai have also the opportunity to learn: Atliduk (Rank 3), Dunael (Rank 3) or Nahaiduk (Rank 3).
Outfitting Options
Weapons: Broadsword, club, dagger, handaxe, long bow, mace, scimitar, short bow, short sword, spear, whip. RM options: clawed club or clawed mace (use morning star table), long sword, harpoon, barbed arrows.Armor: Any, excepting plate armor. Steel helmets and round or target shields common.
Clothing: Males: sleeveless hide tunic, cropped at the waist, or falling to mid-thigh; hide pants with wide leather belt and often a thigh strap and sheath for a dagger or knife; leather or steel wrist guards; sturdy hide boots.
Females: hide tunic, falling to mid-thigh; belt of leather ornamented with steel plates, grommets, and spikes; hide vest ornamented to match the belt; thong sandals; circlet of steel plates worn as a headband to restrain the hair.
Money: 20 sp of varying mints, obtained as plunder in battle or allotted from the tribe’s hoard for service to the tribe’s chief.
Background Options
Uruk-hai get three background options
Special Abilities: All available except ranges 56-60, 71-75, and 91-95. For a result in rage 56-60, re-roll. Treat ranges 71-75 and 91-95 as the result for 96-00: resistant to pain.
Special Items: Spell adders not available. Weapons and tools made by Uruk-hai are usually ungainly to look upon, but perform admirably. Iron, steel, hide, and sinew are typical materials.
Money: 1-200 gp of varying mints, obtained as plunder in battle or allotted from the tribe’s hoard for service to the tribe’s chief.
Hobbies: Primary Skills: moving and maneuvering in any armor except plate, any weapon skills, climb, ride (Wargs), track, use item, ambush, stalk/hide, pick lock, disarm trap, body development. Secondary Skills: acrobatics, animal handling (bats and Wargs), appraisal, caving, contortions, first aid, gambling, signalling, trickery. Artistic Skills: totem making. Athletic Skills: sprinting, rappelling, jumping, pole vaulting. Craft Skills: metal-crafts, leather crafts, fletching. Influence Skills: impressing, intimidating, interrogation, leadership. Lore Skills: cavern geography, tactics.
Stat Increases: Intuition and Presence may not be increased.
Extra Languages: In addition to the tongues listed above, an Uruk-hai might in unusual circumstances learn Logathig (Rank 4).
Race Bonus
ST: +10 AG: +0 CO: +20 IG: +0 IT: -5 PR: -10 Essence RR: +0 Channelling RR: +0 Poison RR: +20 Disease RR: +5Adolescence Skill Ranks
No Armor: 1 Soft Leather: 1 Hard Leather: 3 Chain: 31-H Edged: 4 1-H Concussion: 1 2-Handed: 1 Thrown: 1 Missile: 1 Pole-Arms: 1
Climb: 1 Ride: 1 Swim: 0
Ambush: 1 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 3
% Chance of Learning a Spell List: 0%
# of Additional Language Ranks: 2
Half-Orc
Half-Orcs
Half-orcs are a hideous creation, born of Man and Orc. They are often confused with Uruk-hai, but are a distinct race, small in number but capable and deadly. Their origin is also unclear, although it appears that they were first used by the tainted Wizard Saruman. He still employs them as agents, spies, lieutenants, and special guards. They are particularly effective in Eriador, for Saruman’s Half-orcs have Dunlending blood in them and some are capable of blending into Dunnish societies.
Physical Character
Build: Half-orcs are akin to uruk-hai, but look more like dark Men. Males average 150 pounds; females, 135 pounds.Height: Males average 5’8”; females 5’5”.
Lifespan: **, averaging **-** years.
Language: Starting Languages: They know Westron quite well (Rank 5), and most know both Orkish (Rank 3) and a little Black Speech (Rank 2). Skill Development: Half-orcs have also the opportunity to learn Dunael (Rank 3) or more Black Speech (Rank 4) or more Orkish (Rank 4) dialects.
Restrictions on Profession: Half-orcs have none.
Outfitting Options
Weapons: Broadsword, club, dagger, handaxe, long bow, mace, morning star, scimitar, short bow, short sword, spear, war hammer, whip. RM options: clawed club or clawed mace (use morning star table), long sword, harpoon, barbed arrows.Armor: Any. Chain and plate armor are made of utilitarian steel.
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 had; 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.
Money: 20 sp.
Background Options
Half-orcs get four background options.
Special Abilities: All available.
Special Items: All available. Most Half-orcs are equipped from the armoires of Saruman and thus have some of the finest gear.
Extra Money: Coinage, gems, and weapons worth 1-200 gp.
Hobbies: Primary Skills: moving and maneuvering in any armor, any weapon skills, climb, ride, swing, track, use item, directed spells, ambush, stalk/hide, pick lock, disarm trap, perception, body development, languages. Secondary Skills: acting, animal handling, appraisal, caving, gambling, signalling, trickery. Artistic Skills: storytelling. Athletic Skills: sprinting, rappelling, jumping. Craft Skills: wood-crafts, metal-crafts, leather crafts, fletching, trap-building, weaving. Influence Skills: seduction ,bribery, manipulation, leadership. Lore Skills: geography, tactics, strategy.
Stat Increases: Any stat may be increased.
Extra Languages: In addition to the tongues listed above, a Half-orc might in unusual circumstances learn Atliduk (Rank 3), Rohirric (Rank 3), or Nahaiduk (Rank 4).
Race Bonus
ST: +5 AG: +0 CO: +5 IG: +0 IT: +0 PR: -5 Essence RR: +0 Channelling RR: +0 Poison RR: +10 Disease RR: +0Adolescence Skill Ranks
No Armor: 1 Soft Leather: 1 Hard Leather: 3 Chain: 11-H Edged: 0 1-H Concussion: 3 2-Handed: 0 Thrown: 1 Missile: 1 Pole-Arms: 0
Climb: 1 Ride: 0 Swim: 0
Ambush: 1 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 0 Body Development: 2
% Chance of Learning a Spell List: 0%
# of Additional Language Ranks: 2
Troll
Wild Trolls
As creations of Morgoth, all Trolls are vulnerable to Sauron’s influence. However, numbers of Wild Trolls live independently, apart from the Dark Lord’s armies, in the wilderness areas of Endor. The Trollshaws possess a notable concentration of Trolls, although they dwell in lesser numbers elsewhere.
Types
Cave Trolls are the largest and most powerful breed. 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.Forest Trolls are the least brutal of the Tereg. They are more graceful and live in loosely organized bands who hunt together. They are rarely cannibalistic, preferring woodland game (or Man or Dwarf). They are expert with slings, snares, and skinning knives.
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).
Snow Trolls are rare creatures with grey-white hides and icy blue eyes. When exposed to sunlight they turn into pillars of icy slag. They go for long periods without food, but are virtually unstoppable when they at last sight prey.
Stone Trolls spend a great deal of time hoarding piles of food and treasure, steeling it from each other, and boasting of their riches. Their fratricidal tendencies are extreme.
Physical Character
Build: Wild Trolls are huge and immensely strong, with thick bodies and limbs. Their rough hides have an inconsistent quality; many have overlapping scales and some have body hair. Males average 850 pounds; females, 650 pounds.Coloring: Various shades of brown, green, or grey hide, with black or brown eyes. They have black blood.
Endurance: Average.
Height: Cave Trolls: Males average 12’”; females 10’ 2. Forest Trolls: Males average 9’; females 8’2”. Hill Trolls: Males average 10’6”; females 9’8”. Snow Trolls: Males average 11’”; females 10’2”. Stone Trolls: Males average 9’”; females 8’2”.
Lifespan: Variable; hundreds of years.
Resistance: Trolls do not understand fear.
Special Abilities: Torll vision in most darkness is as good as a Man’s during the height of day. In other situations when there is barely any light (cloudy, moonless nights’ upper caverns, dungeons), Trolls can see at least 50’ perfectly and fairly well up to 100’. In absolute darkness (deep caverns), they can see 10’.
Culture
Clothing & Decoration: Little or none, aside from random armor and hides.Fears & Inabilities: Sunlight. When exposed to the natural light of day they turn to stone.
Lifestyle: Trolls live in order to play and eat. To them play means killing and pillaging, and eating means fresh meet – raw or cooked 0 or jelly made from innards. They eat folk of other races and take whatever bright trinkets they might acquire. 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 population grow.
Religion: None
Other Factors
Demeanor: Mean, slow, stupid, and somewhat lazy.Language: Starting Languages: Most have little or no language capability and communicate through noises, signals, or actions. The more intelligent Trolls speak a debased Westron (equivalent to Rank 4). Skill Development: Wild Trolls also have the opportunity to learn: Dunael (Rank 3). This singular potential seems peculiar to Trolls of Eriador.
Prejudices: Trolls have little regard for anyone, although they particularly hate Dwarves.
Restrictions on Profession: Wild Trolls only produce Warriors.
Outfitting Options
Weapons: Club, mace, war hammer. RM options: cudgel, fist, thrown rock. The weapons used by Wild Trolls are crude creations of wood and stone joined by sinew wrappings.Armor: None or soft leather.
Clothing: Rough, sleeveless coat of hide; belt or strap of leather from which to hang a weapon.
Money: 20 silver pieces stolen from travellers or rival Troll clans.
Background Options
Wild Trolls are limited to one background option.Special Abilities: Ranges 56-60 and 70-75 not available (re-roll).
Special Items: Any special item possessed by a Wild Troll was obtained because some individual or another race lost it through carelessness, theft, or violence. Wild Trolls make noting enchanted. Although they may possess spell ladders or daily spell items, the cannot use them.
Extra Money: Coinage, gems, weapons, and enchanted items worth 1-200 gp.
Hobbies: Primary Skills: moving and maneuvering in soft leather, 1-handed concussion weapon skills, thrown weapon skills, climb, track, stalk/hide, body development. Secondary Skills: caving, foraging, gambling. Craft Skills: stone-crafts, leather crafts, trap building (snares). Lore Skills: animal lore (small game).
Stat Increases: Only Strength and Constitution may be increased. Forest Trolls may increase Agility.
Extra Languages: In addition to the tongues listed above, a Wild Troll might in unusual circumstances learn : Orkish (Rank 3).
Race Bonus
ST: +15 AG: -10 CO: +15 IG: -15 IT: -15 PR: -10 Essence RR: +0 Channelling RR: +0 Poison RR: +30 Disease RR: +10Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 0 Chain: 01-H Edged: 0 1-H Concussion: 0 2-Handed: 3 Thrown: 1 Missile: 0 Pole-Arms: 0
Climb: 1 Ride: 0 Swim: 0
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 0 Body Development: 5
% Chance of Learning a Spell List: 0%
# of Additional Language Ranks: 2
Olog-Hai
Olog-Hai
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 – the Olog-hai are superb warriors. They know no fear and thirst for blood and victory.
Olog-hai are also called Black Trolls, for they have black scaly hides and black blood. Most carry blank shields and war hammers, although they are adept at using almost nay weapon. They differ from older Troll varieties in other ways as well.
Physical Character
Resistance: Black Trolls ignore bleeding or stun results when given a critical strike from a normal weapon, since they are more resistant to unenchanted weapons.Special Abilities: They can operate freely in daylight.
Demeanor: They are relatively quick.
Language: Starting Languages: They are capable of using normal language properly, and speak Black Speech (Rank 5) and Westron (Rank 3). Skill Development: Black Trolls also have the opportunity to learn Orkish (Rank 4) and more Westron (Rank 5).
Outfitting Options
Weapons: Battle-axe, club, flail, mace, morning star, two-handed sword, war hammer. RM options: bastard sword, fist, spiked club, war mattock, thrown rock.Armor: Chain with plate inserts. Pot helmet and shield.
Clothing: Rough, sleeveless coat or hide; hide wrist guards; hide or chain leg guards; leather belt or strap from which to hang a weapon.
Money: 2 gp
Background Options
Black Trolls are limited to one background option.Special Abilities: Ranges 56-60 and 71-75 are not available (re-roll).
Special Items: Special equipment is usually issued to a Black Troll by the orders of his commander. Sometimes items are acquired as booty on the field of battle. Enchanted weapons are the most common special items possessed by a Black Troll.
Extra Money: Coinage, gems, or weapons worth 1-200 gp.
Hobbies: Primary Skills: moving and maneuvering in leather or chain armor, any weapon skills, track, ambush, stalk/hide, perception, body development. Secondary Skills: caving gambling, signalling. Athletic Skills: wrestling. Craft Skills: metal-crafts, leather crafts, trap building. Influence Skills: impressing, intimidating, leadership, interrogation. Lore Skills: strategy, tactics.
Stat Increases: ST, CO, and IG may be increased.
Extra Languages: In addition to the tongues listed above, an Olog might in unusual circumstances learn : Atliduk (Rank 3), Haradaic (Rank 4), or Nahaiduk (Rank 3).
Race Bonus
ST: +15 AG: -5 CO: +15 IG: -5 IT: -10 PR: -10 Essence RR: +0 Channelling RR: +0 Poison RR: +20 Disease RR: +10Adolescence Skill Ranks
No Armor: 1 Soft Leather: 0 Hard Leather: 0 Chain: 01-H Edged: 0 1-H Concussion: 0 2-Handed: 5 Thrown: 2 Missile: 0 Pole-Arms: 0
Climb: 1 Ride: 0 Swim: 0
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 1 Body Development: 5
% Chance of Learning a Spell List: 0%
# of Additional Language Ranks: 2
Half-troll
Half-Trolls
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 are smaller and quicker and vaguely resemble Men. Their 7’ height, jet-black skin, long sharp red tongues, and glowing red eyes should also serve notice of their uniqueness.
Half-trolls differ from Olog-hai in other ways: they are more agile, they are as intelligent as Men, and they avoid other Trolls. Their unique attributes often result in Half-trolls acting as elite bodyguards, Slayers, or War-lords.
Physical Character
Build: Half-trolls are powerful without extreme bulk of their lesser counterparts. Males average 290 pounds; females, 270 pounds.Height: Males average 7’1”; women 6’10”.
Clothing & Decoration: They wear crude black clothing and considerable amounts of armor.
Language: Starting Languages: Half-trolls speak Black Speech (Rank 5) and Westron (Rank 4). Skill Development: Half-trolls also have the opportunity (skill development) to learn Varadja (Rank 3), Haradaic (Rank 4), and Orkish (Rank 4).
Outfitting Options
Weapons: Battle-axe, bola, broadsword, composite bow, crossbow, dagger, flail, halbard, javelin, mace, morning star, scimitar, short bow, short sword, two-handed sword, war hammer, whip. RM options: falchion, armored fist, war mattock, bastard sword, blow gun, boomerang, throwing darts, kynac.Armor: Any. Plate armor forged of black metal is common.
Clothing: Black tunic of leather, silk, or wool; black belt or bandolier; black wrist guards; black boots; black cape of wool, or silk, ore the pelt of a dark-furred beast.
Money: 2gp.
Background Options
Half-trolls get 2 background options.Special Abilities: Range 71-75 is unavailable (re-roll) Modify range 56-60: the type of animal must be one of those species more susceptible to Sauron’s influence – serpent, bat, crebain, rat, wolf, lizard, etc..
Special Items: Special equipment is usually issued to a Half-troll by the orders of his commander. Sometimes items are acquired as booty on the field of battle. Enchanted weapons and tools are the most common special items possessed by a Half-troll.
Extra Money: coinage, gems, or weapons worth 1-200 gp.
Hobbies: Primary Skills: moving and maneuvering in any armor, any weapon skills, climb, ride, track, ambush, stalk/hide, pick lock, disarm trap, perception, body development. Secondary Skills: acrobatics, animal handling, appraisal, caving, first aid, gambling, signaling, trickery. Athletic Skills: wrestling, sprinting. Craft Skills: metal craft, leather crafts, fletching. Influence Skills: leadership, interrogation, seduction. Lore Skills: tactics, strategy, Black Religion.
Stat Increases: Any stat but intuition may be increased.
Extra Languages: In addition to the tongues listed above, a Half-troll might in unusual circumstances learn : Logathig (Rank 4).
Race Bonus
ST: +10 AG: -5 CO: +10 IG: -5 IT: -5 PR: -5 Essence RR: +0 Channelling RR: +0 Poison RR: +15 Disease RR: +5Adolescence Skill Ranks
No Armor: 1 Soft Leather: 1 Hard Leather: 2 Chain: 31-H Edged: 0 1-H Concussion: 0 2-Handed: 4 Thrown: 2 Missile: 0 Pole-Arms: 0
Climb: 1 Ride: 0 Swim: 0
Ambush: 0 Stalk/Hide: 0 Pick Lock: 0 Disarm Trap: 0
Read Runes: 0 Use Item: 0
Perception: 0 Body Development: 4
% Chance of Learning a Spell List: 0%
# of Additional Language Ranks: 2
Warrior
Warrior
Prime Stat - Strength.
A Warrior (or Fighter) is a character trained in the arts of combat and fighting. His primary areas of skill development are weapon skills, maneuvering armor, and body development. It is difficult for a Warrior to learn to use subterfuge, spells, magic items, and languages. He has little interest in or aptitude for such pursuits.
Profession Bonuses -
+3 per level on weapon skills.
+1 per level on General skills.
+2 per level on Body Development.
Spell Restrictions -
May learn open spell lists from one realm (his choice). May only cast 1st, 2nd and 3rd level spells.
Level Development Points
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 3 ranks,✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 5 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 2 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 3 points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points.
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Scout
Scout
Prime Stat - Agility.
A Scout (Thief) is a character trained in maneuvering, observation, ambush, and combat. His primary areas of development are subterfuge and general skills, and he can also develop skills in weapons and armor. However, it is very difficult for him to learn to use spells or magic items. In certain societies and circumstances, a Scout makes an excellent thief or assassin.
Profession Bonuses -
+1 per level on weapon skills.
+1 per level on General skills.
+2 per level on Subterfuge Skills.
+3 per level on Perception.
Spell Restrictions -
May learn open spell lists from one realm (his choice). May only cast 1st, 2nd, 3rd, 4th and 5th level spells.
Level Development Points
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 1 points,✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 3 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 3 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 5 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 2 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 1 point,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points.
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Mage
Mage
Prime Stat - Intelligence.
A Mage (Magician) is a character trained in the casting of spells which draw their power from the Essence, the power that exists in eveyone and everything. His primary areas of development are magical skills and learning spell lists. It is very difficult for a Mage to learn to use weapons and armor; the Mage relies on his spells rather than arms or normal maneuvers. A mage may not wear any armor, helm, or greaves when casting spells. This applies to all chacters casting spells of the Essence Realm.
Profession Bonuses -
+2 per level on Read Rune.
+2 per level on Use Item.
+3 per level on Directed Spells.
+2 per level on Base Spell OB.
Spell Restrictions -
May learn open Essence Spell lists and Mage spell lists.
Level Development Points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 0 points,⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 0 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 0 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 5 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 2 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 5 points.
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Animist
Animist
Prime Stat - Intuition.
An Animist (Cleric) is a character trained in the casting of spells which draw thier power from the Valar through Channeling. His primary areas of development are learning spells, but he is capable of development any of the categories of skills. He may not wear any metal armor, metal helm, or metal greaves while casting spells. This applies to characters casting spells of Channeling.
Profession Bonuses -
+1 per level on Read Rune.
+1 per level on Use Item.
+1 per level on General Skills.
+2 per level on Directed Spells.
+2 per level on Base Spell OB.
+1 per level on Perception.
Spell Restrictions -
May learn open Channeling Spell lists and Animist spell lists.
Level Development Points
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 1 point,✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 2 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 2 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 2 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 5 points.
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Ranger
Ranger
Prime Stat - Constitution.
A Ranger (Tracker) is a character trained in outdoor skills and combat. His primary area of development is general skills, but he can develop respectable fighting skills and can learn his own Ranger spells and open Channeling spells.
Profession Bonuses -
+2 per level on Weapon Skills.
+3 per level on General Skills.
+2 per level on Perception.
+2 per level on Stalk / Hide.
Spell Restrictions -
May learn open Channeling Spell lists and Ranger spell lists. However, may only cast 1st, 2nd, 3rd, 4th and 5th level spells from the Open Channeling lists (no restriction on his Ranger lists).
Level Development Points
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 2 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 3 points,
✅✅✅✅⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 4 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 2 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 1 point,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Bard
Bard
Prime Stat - Presence.
A Bard (jack-of-all-trades) is a character with some training in almost all of the categories and skills. His only primary area of development is languages, but he can learn his own Bard spell lists and open Essence spell lists. He can develop to a limited degree, weapon skills and maneuvering skills.
Profession Bonuses -
+1 per level on Weapon Skills.
+1 per level on General Skills.
+1 per level on Subterfuge Skills.
+1 per level on base Spells OB.
+1 per level on Perception.
Spell Restrictions -
May learn open Essence Spell lists and Bard spell lists. However, may only cast 1st, 2nd, 3rd, 4th and 5th level spells from the Open Essence lists (no restriction on his Bard lists).
Level Development Points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 0 points,✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 2 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 2 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 2 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 3 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 3 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Barbarian
Barbarian
Prime Stat - Strength.
A Barbarian is a character from the untamed wilderness with little exposure to civilization. His primary areas of development are general skills, weapon skills, and body development. Barbarians may not learn any spells. Barbarians prefer weapons and armor that are produced with their resources, such as clubs, spears, sling, shortbow, whip, bola and leather armor.
Profession Bonuses -
+2 per level on weapon skills.
+3 per level on General skills.
+2 per level on Body Development.
Spell Restrictions -
May not learn any open spells.
Level Development Points
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 1 point,✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 5 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 5 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 1 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 3 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Burglar
Burglar
Prime Stat - Agility.
A Burglar is a character heavily trained in the arts of subterfuge. His Primary area of skill development is subterfuge skills.
Profession Bonuses -
+1 per level on General skills.
+3 per level on Subterfuge skills.
+3 per level on Perception.
Spell Restrictions -
May learn any open spell lists from one realm (his choice). May only cast 1st, 2nd and 3rd level spells.
Level Development Points
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 2 points,✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 2 points,
✅✅✅✅✅✅✅✅⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 8 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 1 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Conjurer
Conjurer
Prime Stat - Intelligence and Intuition.
A Conjurer is a charcter trained in subterfuge and the casting of minor spells from both realms; however, he has no Base spell lists of his own. His primary areas of skill development are magical skills, learning spell lists, and subterfuge skills. It is difficult for a Conjurer to learn to use weapons and armor. A Conjurer may not wear armor, a helmet, or greaves when casting Essence spells. He may not wear metal armor, a metal helmet, or metal greaves when casting Channeling spells.
Profession Bonuses -
+1 per level on Magical skills.
+1 per level on Subterfuge skills.
+1 per level on Base Spell OB.
+3 per level on Perception.
Spell Restrictions -
May learn open spell lists from both realms. However, he can only cast 1st, 2nd, 3rd, 4th and 5th level spells. Average IG and IT stats to calculate Power Points.
Level Development Points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜Movement and Maneuver - 0 points,✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 1 point,
✅✅✅✅⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 4 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 3 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 1 point,
✅✅✅✅⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 4 points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Explorer
Explorer
Prime Stat - Constitution.
An Explorer is a character trained in skills that aid his principal interest; exploration. His primary areas of skill development are general skills, subterfuge skills, and Perception.
Profession Bonuses -
+1 per level on Weapon skills.
+3 per level on General skills.
+2 per level on Perception.
Spell Restrictions -
May learn open spell lists from both realms. However, he can only cast 1st, 2nd, and 3rd level spells.
Level Development Points
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 2 points,✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 2 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 5 points,
✅✅✅✅⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 4 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 1 point,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Monk
Monk
Prime Stat - Agility.
A Monk is a character with some training in unarmed combat and most of the other skill categories. His only primary area of skill development is martial arts skills, but he can learn minor spells from both realms.
Profession Bonuses -
+1 per level on General skills.
+1 per level on Subterfuge skills.
+1 per level on Magical skills.
+2 per level on Martial Arts skills.
+1 per level on Perception.
Spell Restrictions -
May learn open spell lists from both realms. However, he can only cast 1st, 2nd, and 3rd level spells. Average IG and IT stats to calculate Power Points.
Level Development Points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 0 points,✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 2 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 2 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 2 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 3 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Scholar
Scholar
Prime Stat - Intelegence.
A Scholar (Sage) is a charcter trained in the gathering and organization of knowledge. His primary areas of development are Secondary Skills (e.g. Lore Skills, Sky-Watching, Appraisal, etc.). Scholars many not learn any spells, A scholar's curiosity is his motivation for his adventures.
Profession Bonuses -
+1 per level on all other Secondary skills.
+2 per level on Perception skills.
+4 per level on Lore Secondary skills.
Spell Restrictions -
May not learn any spells.
Level Development Points
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 1 point,✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 1 point,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 3 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
✅✅✅✅⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 4 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 5 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Warrior Monk
Warrior Monk
Prime Stat - Strength.
A Warrior Monk is a character heavily trained in the arts of unarmed combat. His primary areas of skill development are body development, Martial arts skills, and Adrenal Defence. It is difficult for a Warrior Monk to learn to use subterfuge, spells, magic items, and languages. He has little interest in or aptitude for such pursuits.
Profession Bonuses -
+1 per level on General skills.
+3 per level on Martial Arts skills.
+2 per level on Body Development.
Spell Restrictions -
May learn open spell lists from one realm (his choice). However, he can only cast 1st, 2nd, and 3rd level spells.
Level Development Points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 0 points,✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 3 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 5 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 3 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Rogue
Rogue
Prime Stat - Strength.
A Rogue is acharacter trained in many skills. His primary areas of skill development are weapon skills, general skills, and subterfuge skills.
Profession Bonuses -
+2 per level on Weapon skills.
+2 per level on General skills.
+2 per level on Subterfuge.
Spell Restrictions -
May learn open spell lists from one realm (his choice). However, he can only cast 1st, 2nd, and 3rd level spells.
Level Development Points
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 2 points,✅✅✅✅⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 4 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 3 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 3 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Wizard
Wizard
Prime Stat - Intelligence and Intuition.
A Wizard is a character trained in the casting of spells from both realms; however, he has no Base spell list of his own. His primary areas of skill development are magical skills and learning spell lists. It is difficult for a Wizard to learn to use weapons and armor. A Wizard may not wear armor, a helmet, or greaves when casting Essence spells. He may not wear metal armor, a metal helmet, or metal greaves when casting Channeling spells.
Profession Bonuses -
+2 per level on Magical skills.
+2 per level on Base Spell OB skills.
Spell Restrictions -
May learn open spell lists from both realms. Average IG and IT stats to calculate Power Points.
Level Development Points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 0 points,⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 0 points,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 0 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 5 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 2 points,
✅✅✅✅✅⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 5 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Civilian
Civilian
Prime Stat - Any stat related to his "Occupation".
Civilians are the ordinary citizens of Middle-Earth, mainly farmers, fisherman, herders, craftmen, etc. They are characters that do not fit well into the standard MERP professions. Each civilian has an Occupation which determines which skills he can easily develop.
A Civilian may use his Development Points to develop his Occupational Skills (OS) and his Occupation-Related Skill (ORS) in a special way. In a given development period, he may develop his Occupation skills (OS) as follows:
In a given development period, he may develop his Occupation-Related skills (ORS) as follows:
A Gamemaster must determin Occupational skills (OS) and Occupational-Related Skills (ORS) for each Occupation. To help this process, here are a few examples:
Acrobat: Acrobatics (OS) athletic skills, Rope Mastery (ORS)
Actor: Acting (OS) influence skills, art skills (ORS)
Artist: one specific art skill (OS) other art skills, related craft skills (ORS)
Blacksmith: craft skill: Smithing (OS) craft skills (ORS)
Bureaucate: influence skills (OS) languages (ORS)
Carpenter: craft skill: wood-working (OS) craft skills (ORS)
Farmer: craft skill, Farming (OS) Animal Handling, Sky-Watching (ORS)
Fisherman: Foraging, Boat Handling (OS) related craft skills (ORS)
Herder: Animal Handling (OS) craft skill, leather-working (ORS)
Merchant: influence skills (OS) Apprailsal (ORS)
Sage: lore skills (OS) languages (ORS)
Profession Bonuses -
+4 per level on "Occupation" skills (OS).
+2 per level on "Occupation-Related" skills (ORS).
Spell Restrictions -
May not learn spell lists unless the GM decides they are related to his "Occupation".
Level Development Points
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 0 points,✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 1 point,
✅✅⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 2 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 1 point,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 0 points,
✅✅✅✅✅✅✅✅✅✅ ✅⬜⬜⬜⬜ Secondary Skills 11 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
Shape Changer
Shape Changer
Prime Stat - Presence.
A Shape Changer is a character that can change to and from an animal form while maintaining hisnormal human persona (e.g., like Beorn in The Hobbit). His primary areas of skill development are unarmed combat and body development. In Middle Earth Role Play, Shape Changers must be Beornings that can change into bears and they have a special Secondary Skill, (Shape Change), that only they can develop. This skill uses the PR stat bonus, has a SM skill type, and can be developed using DPs from any category on a one-to-one basis.
A Shape Changer can attempt to coluntarily change from (human to animal or animal to human). The character must make a static maneuver.
A shape Changer also has a chance of involuntarily changing form from human to animal whenever he is angry, he is struck, of he falls. If thsi happens, he will react as a wild beast (e.g., he will attack the target of his anger, whoever struck him, or the closest target - GM choice). He will continu to act as a wild animal until he makes a successful Shape Change static maneuver as outlined above (he may try once a round).
A Shape Changer's capabilities change when in animal form:
Profession Bonuses -
+1 per level on Movement & Maneuver skills.
+2 per level on Martial Arts skills.
+2 per level on Body Development skills.
+5 per level on Shape Change.
Spell Restrictions -
May learn any open spells from one realm (his choice). May only cast 1st, 2nd and 3rd level spells.
Level Development Points
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Movement and Maneuver - 1 point,✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Weapon Skills - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Genral Skills - 1 point,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Subterfuge Skills - 1 point,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Magical Skills - 0 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Body Development - 3 points,
✅⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Languages - 1 point,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Spell Lists - 0 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Martial Arts Skills 3 points,
✅✅✅⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Adrendal Defence 3 points,
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬜⬜ Secondary Skills 0 points.
(A skill rank may be increased by One by allocating One Development Point.)
(A skill rank may be increased by Two by allocating Two Development Points.)
(A skill rank may NOT be increased by more than Two ranks during your characters Level Up.)
We strongly suggest that a Gamesmaster and his players play for awhile using the 'Normal' MERP system before using any of these Optional Professions.
Movement & Maneuvering
Movement & Maneuvering Skills
These skills determine how far a character may move in a given round: up to 50 feet plus the skill bonus or up to double that distance if a running maneuver is successfully completed. There are five Movement and Maneuvering Skills that must be developed separetly for each of the five types of armor.Armor dose not include helmet, arm greaves, or leg greaves - items which protect parts of the body from certain critical damage.
These skills also apply to any activity involving movement which is unusual or performed under stress. When user for these purposes the bonus is added to a "moving maneuver roll". This bonus is not used if another skill specifically applies to activity.
No Armor (MM) - This skill applies when wearing No armor and is limited to two skill ranks. Only two skill ranks may be developed for this rank.
Soft Leather (MM) - This skill applies when wearing Soft Leather armor and is limited to three skill ranks. Only three skill ranks may be developed for this skill.
Rigid Leather (MM) - This skill applies when wearing Rigid Leather armor and is limited to five skill ranks. Only five skill ranks may be developed for this skill.
Chain (MM) - This skill applies when wearing Chain armor and is limited to seven ranks. Only seven skill ranks may be developed for this skill.
Plate (MM) - This skill applies when wearing Plate armor and is limited to nine skill ranks. Only nine skill ranks may be developed for this skill.
Weapon Skills
Weapon Skills
These skills determine how effective a characteris when using weapons in combat. These skills must be developed separetly for each of the six types of weapons: 1-Handed Edged, 1-Handed Concussion, 2-Handed, Thrown, Missile, and Pole-arms.The skill bonus for each type of weapon is an Offensive Bonus and is usually added to any "attack rolls" made with that weapon. In certain circumstances all or part of the Offensive Bonus may be used to "parry" an opponent. Each specified weapon has special properties (i.e., fumble range, critical type, OB modifications, etc.).
Note: Wearing arm greaves modifies each OB by -5.
1-Handed Edge (OB) - These weapons include the broadsword, dagger, handaxe, scimitar, and short sword. They may be used with a shield.
1-Handed Concussion (OB) - These weapons include the club, war hammer, mace, morning star, net, and whip. They may be used with a shield.
2-Handed (OB) - These weapons include the battle-axe, flail, quarterstaff, and 2-handed sword. They may not be user with a shield.
Pole-arms (OB) - These weapons include the javelin, spear, mounted lance, and halbard. The javelin and spear may be used with a shield, or they may be used 2-handed. Only when riding on a trained mount, a mounted lance may be used with a shield. A halbard may never be used with a shield.
Thrown (OB) - In addition to being used in melee, certain weapons may be used to attack from a distance (i.e., be thrown). These weapons include the dagger, handaxe, short sword, club, war hammer, mace, net, javelin, and spear. They may be used with a shield.
Missile (OB) - These weapons may not be used in melee, but they may be used to attack from a distance. Missile weapons include the bola, sling, composite bow, cross bow, long bow, and short bow. Only the sling may be used with a shield.
General Skills
General skills
These Skills affect how a character climbs, rides, swims and tracks. The skill bonus for the appropriate skill is added to a "maneuver roll" when these activities are attempted.Climb (MM) - This skill is used when usual climbing is attempted (i.e., for climbing a rope, tree, wall, etc., but not stairs or a ladder). The normal climbing rate for walls with adequate hand holds is 10 feet per round as a "medium" maneuver.
Ride (MM) - This skill is used when an animal is ridden (e.g., horse, camel, or giant eagle). A maneuver roll must be made using this skill whenever an unusual riding maneuver is attempted or each round an attack is made while riding.
Swim (MM) - This skill is used when a character is swimming. The GM should assign high difficulty to swimming in armor. We suggest the following difficulties:
Other factors such as treacherous water might increase the difficulty.
Track (SM) - This skill is used when attempting to follow or interpret tracks.
Subterfuge Skills
Subterfuge Skills
These skills affect how a character ambushes, stalk, hides, pick locks, and disarms traps.Ambush (SP) - If a character manages to move directly behind an opponent without the opponent noticing him (this usually involves stalking, see below), he may "ambush" him with a melee attack (not a missile attack). A normal melee attack is made and any critical that results may have the skill rank (not the skill bonus) for ambush added to it if the ambusher wishes (he may decide after the critical roll).
Stalk / Hide (MM) / SM) - This skills affects how effectively a character a character stalks (moves without being seen or heard, a moving maneuver) and hides without moving (a static maneuver).
Stalking is resolved by using the Moving Maneuver Table. This roll is modified by adding the moving character's (i.e., the stalker) Stalk / Hide total skill bonus and by subtracting the highest Perception bonus of anyone that could observe the stalker. A "F" result means that the stalker has been observed and only moves about 10 feet. A number result means that the stalker moves half his normal movement rate multiplied by the result and divided by 100 (i.e., the result is used as a percentage %).
Hiding is resolved by having each searcher make a perception maneuver modified by subtracting the hider's Stalk / Hide total skill bonus and adding the searcher's Perception total skill bonus.
Pick Lock (SM) - This skill affects attempts to pick locks.
Disarm Trap (SM) - This skill affects attempts to disarm traps. Usually, traps must be first detected using perception skill.
Magical Skills
Magical Skills
These skills affect a character's ability to cast spells from runes, to cast spells from items, and to attack with an elemental spell.Read runes (SM) - This skill represents a character's ability to determine what spell is on a piece of rune paper (or a scroll) and his ability to cast that spell from it. A static maneuver roll (modified by the Read Rune skill bonus) must be made in order to learn what spell is on the piece of rune paper. The same maneuver determines if the character can cast the spell from the items.
Use item (SM) - This skill represents a character's ability to determine what spells and abilities are imbedded in an item (other than rune paper or certain special items).It also affects his ability to cast spells from the item. The process used is the same as for reading runes, except that the Use Item skill bonus is used.
Directed Spells (OB) - These skills determine how effective a character is when using directed spells (i.e., elemental spells) in combat. The skill bonus for directed spells is added to any "attack rolls" made with those spells. Directed spells include all of the "bolt" spells but not the "ball" spells (the Base Spell bonus is added to "ball" attacks).
No resistance roll is allowed against directed spells, However, a character attacked by a directed spell (or a ball spell) may make a moving maneuver roll (i.e., his action for that round is to take cover) to modify the attack roll by - 10 to 60 depending upon the cover that is available.
Miscellaneous
Miscellaneous Skills
These skills differ in various ways from the normal skill ranks and bonus system. Each skill is detailed at to what its differences are.Perception (SM) - This skill affects how much information and clues a character gets through observation. It may be used to detect traps, to observe characters attempting to hide, to find hidden doors, etc. If a character states that he is watching or examining and area or place, the GM should make a static maneuver roll modified by the perception skill bonus of the character to determine if the character notices or detects anything. The Gm may keep this roll secret, revealing only what the character has observed. This bonus may be used to modify an opponent's stalking maneuver roll for stalking.
Note: Wearing a helmet modifies the Perception bonus by -5
Body Development (SP) - This skill represents a character's ability to withstand pain, shock and bleeding. Each time that a character's rank in this skill increases by one, the character rolls 1-10 and increases his skill rank bonus by this amount (the normal skill rank bonuses do not apply).
Each character starts with a special bonus for the is skill of +5. The total skill bonus for this skill is called the character's "hit total", - the number of concussion hits that the character can absorb (due to damage he takes from attacks and other occurrences) without becoming unconscious.
If a character takes more concussion hits than the sum of his hit total and his constitution stat (not stat bonus), he dies due to massive shock and internal bleeding.
Spell Lists (SP) - This skill determines when a spell list is learned (i.e., when spells on that list may be cast). Each spell list rank gives a 20% chance of "learning" a chosen spell list. Thus, when a rank 5 is obtained, there is a 100% (automatic) chance of learning the list.
Spell list skill ranks may only be developed for one spell list at a time. If at the end of the development period (adolescence, apprenticeship, or when a new level is reached) a character has a spell list rank between 1 and 5, a roll should be made to see if the spell list is learned. If the roll is less than or equal to the spell list rank multiplied by 20, the spell list is learned. If the spell list is not learned the skill rank remains the same. When a list is learned, the spell list rank is reduced to 0.
If a skill rank of 5 is obtained during a development period, the spell list is immediately learned (with the spell list skill rank being reduced to 0). In addition, the character may develop the spell list rank for another spell list in order to take a chance of learning a second list (20% chance per rank).
Languages (SP) - This skill must be developed separately for each language. This skill rank determines how ell a character speaks and reads a language.
Secondary Skills
Secondary Skills
Secondary skills are not used as often as Primary Skills during adventuring. They are often tied to, or indicative of, a character's background or family trade.Standard Skills
Acrobatics (AG) - This bonus is used for in-air maneuvers and swinging on objects - controlled falling maneuvers (i.e., diving), horizontal dives, tumbling, rolling, vaulting, swinging, etc. It also helps reduce the effects of falls.Acting (PR) - The bonus is used for impersonating others, devising new identities, begging, etc.
Animal Handling (PR) - This bonus is used for gathering, befriending, or manipulating animals. Typical activities include; animal training, animal healing, driving vehicles pulled by animals, loading vehicles pulled by animals, herding domestic animals (e.g., sheep, cattle, etc.).
Appraisal (IG) - This bonus is used to determine or estimate the value of an object or good. A GM may also wish to use this bonus for evaluating the intrinsic bonus of an item (e.g., the +10 OB bonus of a weapon, the +15 bonus of a lockpick, the +5 DB bonus of a suit of armor, etc.). This skill applies only to item bonuses, it dose not apply to special and enchanted abilities (e.g., it will bot identify that a sword is "orc-slaying," that a wand can cast Firebolts, that a lockpick can cast Detect Traps, etc.).
Boat Handling (IT) - This bonus is used for self-powered boat and sailing boat maneuvers (e.g., rowing, poling, setting sails, etc.).
Caving (IG) - This bonus is used for determining the natural course and lay of a cave or cavern (pass chamber) and for attempting restricted movement in caves and caverns.
Contortions (AG) - This bonus is used for manipulating one's body in order to move through small openings, escape from bonds, etc.
Coking (IT) - This bonus is used when preparing food. In addition, it is used for detecting bad food, and for preparing and / or neutralising dangerous herbs, poisons, and food ingredients.
First Aid (IG) - This bonus is used for applications of emergency aid or treatment, such as attempts to halt or slow bleeding or damaging deterioration.
Foraging (IT) - This bonus is used for finding any local source of portable water, herbs, or edible plants and animals. It can also be used for locating things in a urban environment (i.e., scrounging).
Gambling (IT) - This bonus is used for paying any games with a significant element trances.
Meditation (PR) - This bonus is used for entering, leaving and exploiting meditational trances.
Rope-Master (IG) - This bonus is used for knot recognition, knot-tying, braiding, and splicing. It can also be used when throwing a line and when making a maneuver while suspended from a rope or analogous flexible line.
Signaling (IG) - This bonus is used for any form of signal communication (e.g., semaphore, sign language, smoke signals, etc.).
Sky-Watching (IT) - This bonus is used for star-gazing, navigation, and weather-watching. It can be used to attempt to determine dates, directions, specifies locations, and the local weather pattern 24 hours in the future.
Trickery (PR) - This bonus is used for any maneuvers involving slight of hand: picking pockets, confusing, sight tricks, and slight-of-hand diversions.
Secondary skill groups
Each Secondary Skill Group is a set of related skills that have same stat bonuses, skill type (i.e., MM or SM), and related skill category. However, each skill in a group must be developed separately.Artistic Skills (IT)
These bonuses are used for creative endeavours such as painting, sculpting, poetic improvisation, tale-telling, dance, playing and instrument, singing, etc.
Athletic Skills (AG)
These bonuses are used for specialised athletic activities. Suggested skills include skiing, skating, surfing, sprinting, rappelling, juggling, jumping, pole vaulting, stilt walking, tightrope walking, etc.
Craft Skills (AG)
These bonuses are used crafting endeavours such as wood-craft, stone-crafts, metal-crafts (i.e., smithing), leather-crafts, etc. These bonuses are used for construction and repair of equipment made of the appropriate materials. Craft skill may also be developed for a specific product that involves several types of materials. For example:
Fletching: This bonus is used to make arrows out of available wood, metal, and paper and / or feathers.
Trap-Building: This bonus is used for building traps out of available resources. This bonus subtracts from any Perception maneuvers made to notice a trap construction using this skill.
Influence Skills (PR)
These bonuses are used for impressing, entertaining, or manipulating individuals or groups. Suggested skills includ: public-speaking, diplomacy, seduction, trading, interrogation, leadership, bribary, and dealing with bureaucrats.
Lore Skills (IG)
These bonuses reflect a character's knowledge (i.e., lore). The number of different lore skills is unlimited. A few suggested lore skills include: plant lore, animal lore, special creature lore, general history, geography, tactics, culture / race history (one skill per culture / race), religion, physics, math, etc.
Languages
Languages
The number in parenthesis after each race speaking a language is the normal skill rank for that language for a member of that race. Any race given in italics after a language has that language as its home language.Adûnaic was the language of the Númenóreans in the second Age.It later became the common speech (W."soval Phare") or Westron (W."Adűni") in the Westlands.In the Harad it influenced the developement of the coastal-language Ansith and some black Númenórean dialects such as Kharadûnaic and Zimrathânic.Adûnaic itself was a later form of the language of the Edain, especially the Old Mágo dialect of the House of Hador.
Black Númenórean (5), Corsairs (5), Dunedain (4), Noldo Elves (3).
Apysaic was a group of closely related languages or tribal dialects which were spoken in the Second Age all over Haradwaith. The Northern Apysan dialects developed into the Haruze language while the southern Apysans, divided from their northern kinsmen by the Great Desert developed a group of dialects known as New Apysan.The earliest form of written Apysaic was Old Apysan, which was spoken in the late second and early Third Age.
Northern Haradrim (4), Southern Haradrim (5).
Atliduk was the old rhovanian dialect spoken by the Beiabarnae.It was a descendant of the Foradanin of the second and Eriedaic of the first age.
Beornings (5).
Black Speech (S. Morbeth) was a language devised by Sauron during the Dark Years to be the sole language of the servants of Mordor, replacing the many different varieties of Orcish and other languages. It may have been a standardised form of regional Orcish tongues combined with elements of Valarin, the Eldest Speech.
Half-orcs (2), Half-trolls (5), Uruk-hai (5), Olog-hai (5).
Dunael ("Tuiniaith") was the name of the language spoken among the Dunmen or later their descendants the Dunlendings. It was a remnant of the ancient Daenael languages of the Second Age and closely akin to the tongue of the Haladin.
Dunlendings (5), Rohirrim (1), Woses (2).
Haradaic or Haradron was the common speech dialect of Near-harad. It was usually referred to as Southron or Haradron while the older Old Haradaic or Kharadaic was still a lokal variant of Adûnaic with several Haradrim and Sakalai, especially Umbarean, loanwords.
Black Numernoreans (5), Corsairs (4), Northern Haradrim (5), Southern Haradrim (3), Variags (3).
Khuzdul ("Dwarvish"), a cloistered tongue known to virtually no one but themselves. Khuzdul changed little with time, being a sacred, spoken language of lore and not a cradle-speech. This "inner language" was well suited to the throaty Dwarven voice, since it had a deep tonal quality. Khuzdul was marked by harsh consonants and used two or three-consonant patterns to denote common concepts.
Dwarves (5), Umli (1).
Kuduk (Hobbits' subtle variant of Westron).
Hobbits (5).
Labba (S."Lossothren", L."Lumikieli") is an archaic mannish tongue spoken by the Lossoth and Forodwaith.It bears some resemblence to archaic Quenya and seems to be related to several Easterling Languages, especially Folyavulthic, which is a descendant of Ulgathig.Labba is believed to descend from the Mornârin tongues of the Second Age, the Lossoth are sometimes believed to be descendants of Easterlings from the Folk of Bór and Uldor who escaped the drowning of Beleriand, other Scholars however believe them to be related to either the Daen-People or the Northrons and the Hadorians or to be relatives of the Urdor-People of the Northern Peninsula of Middle-Earth.
Lossoth (5), Umli (2).
Logathig was an easterling-language.Originally a dialect of Ulgathig, Logathig was the language of the more northern Murgath-tribes as the Logath, Sagath, Gargath and Waagath.
Dorwinrim (5), eastlings (5).
Nahaiduk was the language of the woodmen of Rhovanion.Like most rhovanian dialects it was usually represented by modified gothic.
Beornings (5), Woodmen (5).
Orcish was a collection of tribal dialects spoken among the Orcs. While the eldest Orcish tongues derived from the language of Angband and Melkorin of Utumno, later Orcish was largely influenced by the Black Speech of Mordor. Other tribal dialects, however, might be closer to Westron or the tongues of the Northrons, Easterlings and Haradrim.
Half-orcs (3), Orcs (5), Uruk-hai (4).
Pûkael was an ancient mannish tongue.It was the archaic language of the Drûghu people and thought to be unrelated to any other mannish, elvish or dwarfish language-family.
Woses (5).
Quenya was both, the language of the High-Elves and the most archaic form of the Elvish Languages.It's earliest form was known as Kwenya, Kwendya or Primitive Quendian while the later spelling Quenya usually only referred to the High-Eldarin or Valinorean dialects of Aman.
Dunedain (1), Half-elves (3), Noldo Elves (5), Silvan Elves (2), Sindar Elves (3).
Rohirric (Éothéodan) also known as Rohirin or simply Rohan (more rarely "Rohanese") was the native language of the Rohirrim, their Éothéod acestors and close kinsmen as the Beornings.
Rohirrim (5).
Sindarin or Grey Elven was originally an elvish dialect that arose in Beleriand among the grey Elves of the first Age from their own local Telerin dialect.Later it became the common lingua franca among the elves and was even preserved among the Dúnadan Nobility as language of etiquette.
Dunedain (4), Dwarves (3), Half-elves (5), Lossoth (2), Woodmen (2), Noldo Elves (5), Silvan Elves (5), Sinda Elves (5).
Silvan (Bethteur) The Nandor spoke a Telerin dialect called Nandorin or Danian. After the split of the Nandor the west-Danian dialect evolved into Ossiriandeb (also Ossiriandic, Ossiriandrin or Ossiriandish and Laiquenderin or later Uialrin, Sîrrandrai and Lindellin) while East-Danian evolved into Leikvian or Silvan-Elvish (with dialects such as Galadhrin and Lam Tawaren). Silvan Elves (5), Sinda Elves (4).
Umitic
Umli (5).
Varadja Originally the ancestors of the Variags had spoken an eastern tongue closely related to the Ioradya dialects of the Balchoth, but millenia in the neighbourhood of Mordor changed their tongue so it often sounded closer to the Black Speech or orcish dialects.Also close neighbourhood to the Haradrim added strong Harûze influences, especially in southern Khand.For written Varadia Variags used a script derived from mordorian Tengwar and Orcish Runes, the Script was also known as Variag-Tengwar or Khandian Letters.
Variags (5).
Waildyth Nature-signals
Beornings (5).
Westron Annúnaid or Adûni was a late form of Adûnaic mixed with elements of indigenous languages, mostly from the edainic peoples of Eriador and Rhovanion but to some degree also with elements from the daen tongues.
The Westron was the official and most spread language in the ancient lands of Arnor and Gondor and it´s former provinces and had become the usual trade and colloquial language in the lands from Rhovanion to Rhûn and Haradwaith although tribal languages still remained prominent in the lands further removed from the Westlands. Therefore the Westron was also simply known as Sôval Phârë or the Common speech.
Beornings (5), Black Numenoreans (5), Corsairs (5), Dorwinrim (5), Dunedain (5), Dunlendings (4), Dwarves (5), Eastlings (2), Half-elves (5), Half-orcs (5), Half-trolls (3), Hobbits (5), Lossoth (2), Noldo Elves (5), Northern Haradrim (5), Olog-hai (3), Orcs (3), Rohirrim (5), Rural-men (5), Silvan Elves (4), Sinda Elves (5), Southern Haradrim (3), Wild Trolls (4), Urban-man (5), Uruk-hai (4), Umli (2), Variags (2), Woodmen (2), Woses (2).
Physical Enhancement
Physical Enhancement
|
Area of Effect |
Duration |
Range |
||
| 1 | Resist Heat | 1 Target | 1 min / Level | 10 feet |
| 2 | Resist Cold | 1 Target | 1 min / Level | 10 feet |
| 3 | Sly Ears | 1 Target | 10 min / Level | 10 feet |
| 4 | Balance * | 1 Target | varies | 10 feet |
| 5 | Nightvision | 1 Target | 10 min / Level | 10 feet |
| 6 | Sidevision | 1 Target | 10 min / Level | 10 feet |
| 7 | Sounding | 1 Target | 10 mins / Level | 10 feet |
| 8 | Watervision | 1 Target | 10 min / Level | 10 feet |
| 9 | Waterlungs | 1 Target | 10 min / Level | 10 feet |
| 10 | Gaslungs | 1 Target | 10 min / Level | 10 feet |

01 - Resist Heat (U, RF5) - Target is totally protected from all natural heat to 200 degrees fahrenhight and adds +10 to Resistance Rolls verses heat spells.
02 - Resist Cold (U, RF5) - As Resist Heat, except protects against natural cold -30 degrees fahrenhight and modifies spells involving cold by -10.
03 - Sly Ears (U, RF5) - Target's hearing is augmented to double normal effectiveness; +50 to Perception maneuvers involving only hearing, +25 to Perception maneuvers involving hearing and other senses.
04 - Balance (U*, RF5) - Adds +50 to one slow moving maneuver (e.g., walking a 3 inch beam); this may involve several rolls over a number of consecutive rounds.
05 - Nightvision (U, RF5) - Target can see 100 feet in normal darkness (e.g., at night or in a dark room) as if it were daylight. Magical Darkness will reduce this spells effects.
06 - Side-vision (U, RF5) - Target has a 300 degree field of vision all around, except for directly behind him.
07 - Sounding (U, RF5) - Target's voice has its loudness tripled. This has no effect on any spell casting capabilities.
08 - Watervision (U, RF5) - As Nightvision, except target can see 100 feet in water, even murky water.
09 - Waterlungs (U, RF5) - Target can breathe water as if it were normal air, but he will be unable to function in air, (he will pass out but he will not die).
10 - Gaslungs (U, RF5) - As Waterlungs, except target can breathe any gas (including air) as if it were normal air.
Essence's Ways
Essence's Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Detect Essence | 5 feet radius | 1 min / level (c) | 100 feet |
| 2 | Text Analysis I | text | 1 min / level (c) | self |
| 3 | Detect Channeling | 5 feet radius | 1 min / level (c) | 100 feet |
| 4 | Detect Invisable | 5 feet radius | 1 min / level (c) | 100 feet |
| 5 | Detect Traps | 5 feet radius | 1 min / level (c) | 100 feet |
| 6 | Text Analysis | text | 1 min / level (c) | self |
| 7 | Detect Evil | 5 feet radius | 1 min / level (c) | 100 feet |
| 8 | Location | 1 target | 1 min / level (c) | 100 feet |
| 9 | Perceive Power | 5 feet radius | 1 min / level (c) | 100 feet |
| 10 | Delving | 1 item | --- | touch |

01 - Detect Essence (P, R F 5) - Detects any item or active spell from the Essence realm; each round caster can concentrate on any 5 feet radius area within the range.
02 - Text Analysis 1 (I, R F 1) - Caster can read text written in an unknown language, but only understand basic concepts from it.
03 - Detect Channeling (P, R F 5) - As Detect Essence, except realm of Channeling.
04 - Detect Invisibility (P, R F 5) - As Detect Essence, except detects invisable things; all attacks against an invisible thing so detected are modified by -50. No attack can normally be made without some form of detection.
05 - Detect Traps (P, R F 5) - As Detect Essence, except it gives 75% chance of detecting a trap (certain traps may recive a modification to this chance).
06 - Text Analysis 2 (I, R F 1) - As Text Analysis 1, except gives a complete technical analysis (vocabulary and syntax) but not an understanding of idioms (jargon), subtle implications, or cultural references.
07 - Detect Evil (P, R F 5) - As Detect Essence, except if a being or item is evil, or if an item was created by evil, or if an item was used by a very evil person for an extended period.
08 - Location (P, R F 10) - Gives the direction and distance of any specific object or place that the caster is familiar with, or has had described in detail.
09 - Perceive Power (P, R F 5) - As Detect Essence, except it will give an estimate of the power (level or potency) of the person or item or spell examined.
10 - Delving (I, R F 5) - Gives significant details about an item's construction and purpose (not specific powers).
Unbarring Ways
Unbarring Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Lock | 1 lock | --- | 100 feet |
| 2 | Magic Lock | 1 door | 1 min / level | touch |
| 3 | Locklore | 1 lock | --- | touch |
| 4 | Opening I | 1 lock | --- | touch |
| 5 | Traplore | 1 trap | --- | touch |
| 6 | Disarm I | 1 trap | --- | touch |
| 7 | Jamming | 1 door | permanent | 50 feet |
| 8 | Weakening | 1 door | permanent | 50 feet |
| 9 | Opening II | 1 lock | --- | touch |
| 10 | Undoor | 1 door | permanent | 10 feet |

01 - Lock (F, R F 10) - Caster can cause any lock he can see within 100 ft to be locked. The lock is just normally locked, and can be unlocked normally.
02 - Magic Lock (F, R F 10) - A door (or container) can be magically "locked". The door can be broken normally or the spell can be dispelled. Otherwise the door cannot be opened.
03 - Locklore (I, R F 1) - Gives the caster a +20 modification on picking the lock analyzed, and +10 to anyone to whom he describes the lock.
04 - Opening 1 (F, R F 10) - When cast on a lock there is a 20% chance a normal lock will open, and a 45% chance that a Magical Lock will open (failure means there is a 10% chance of setting off attached traps). Rolls are open-ended, and the quality of the lock may modify the roll.
05 - Trap-lore (I, R F 1) - As Locklore, except that it applies to disarming traps.
06 - Disarm 1 (F, R F 10) - As Opening 1, except its chances apply to disarming traps.
07 - Jamming (F, R F 10) - Causes a door to expand and jam into its frame (roll 1-100 for severity, ranging from slightly stuck to unopenable).
08 - Weakening (F, R F 10) - Reduces the inherent strength of a door by 50%.
09 - Opening 2 (F, R F 20) - As Opening 1, except chances are 40% for normal locks, and 90% for a Magic Lock.
10 - Undoor (F, R F 40) - Will vaporize a non-magic door up to 6 inches thick, 10 feet high and 10 feet wide (if the door is thicker than 6 inches it will vaporize only 6 inches). Doors made from special material will get a Resistance Roll.
Essence Hand
Essence Hand
|
Area of Effect |
Duration |
Range |
||
| 1 | Vibrations I | up to 5 pounds | 1 min / level | 100 feet |
| 2 | Sheild | self | 1 min / level | self |
| 3 | Staying I | up to 5 pounds | 1 min / level | 100 feet |
| 4 | Telekinesis I | up to 5 pounds | 1 min / level (c) | 100 feet |
| 5 | Deflections | 1 missile | --- | 100 feet |
| 6 | Vibrations III | up to 20 punds | 1 min / level | 100 feet |
| 7 | Bladeturn | 1 melee attack | --- | 100 feet |
| 8 | Staying II | up to 20 pounds | 1 min / level | 100 feet |
| 9 | Telekinesis II | up to 20 pounds | 1 min / level (c) | 100 feet |
| 10 | Aiming | 1 missile | 1 round (c) | touch |

1 - Vibrations 1 (F, R F 15) - Causes an object (up to 5 pounds in mass) to vibrate rapidly; if fragile it may break (make a Resistance Roll). If it is an object that is being held, the holder must make a Resistance Roll or fumble it (each round).
2 - Shield (F*, R F 10) - Creates an invisible force shield in front of the caster; it subtracts 25 from melee and missle attacks and functions as a normal shield (e.g., it is operated as if held by the caster), if the caster is not already using one.
3 - Staying 1 (F, R F 5) - Exerts 5 pounds of pressure on a person or object. Object cannot be moved by staying alone, and pressure can only be in one direction.
4 - Telekinesis 1 (F, R F 15) - One object can be moved (up to 5 pounds in mass) 1 foot per second with no acceleration. Living beings or items in contact with a living being get a normal Resistance Roll based on the living being. If the caster stops concentration before the duration is up, the object remains stationary as if it had Staying 1 thrown on it.
5 - Deflections 1 (F*, R F 15) - Caster can deflect any one missle that passes within 100 feet of him; this causes 100 to be subtracted from the missle's attack (missile must past through caster's field of vision).
6 - Vibrations 2 (F, R F 15) - As Vibrations 1, except mass limit is 20 pounds.
7 - Bladeturn (F*, R F 15) - As Deflections 1, except the -100 modification is applied against one melee attack.
8 - Staying 2 (F, R F 5) - As staying 1, except mass limit is 20 pounds.
9 - Telekinesis 2 (F, R F 15) - As Telekinesis 1, except mass limit is 20 pounds.
10 - Aiming (F*, R F 20) - By concentrating on the mind of a missle firer and the flight of the missile, the caster causes an additional +50 to be added to the attack roll of the missle. The caster must concentrate, touch the firer, and see the missle for the entire round that the missle is fired.
Spell Ways
Spell Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Spell Store | 1 spell | varius | self |
| 2 | Cancel Essence | self | concentration | self |
| 3 | Rune I | 1 sheet | varius | touch |
| 4 | Cancel Channeling | self | concentration | self |
| 5 | Rune II | 1 sheet | varius | touch |
| 6 | Dispel Essence | 10 feet radius | concentration | self |
| 7 | Rune III | 1 sheet | varius | touch |
| 8 | Dispel Channeling | 10 feet radius | concentration | self |
| 9 | Rune V | 1 sheet | varius | touch |
| 10 | Sign of Stunning | 1 cubic foot | varies | touch |

01 - Spell Store (U, R F 1) - Caster may cast this spell in addition to, and just before, the spell he wants to store. Then the stored spell may be cast at any time, with no penalty. The stored spell costs the same number of power points as the spell stored. No other spell may be cast while a spell is stored.
02 - Cancel Essence (F*, R F 10) - This spell helps protect the caster from Essence spell attacks. When the Cancel Essence caster is attacked by a spell of the Essence realm, the attacker must make a Resistance Roll against the Cancel Essence spell. If the attacker's Resistance Roll is successful, the attack spell proceeds normally. Otherwise, the attack spell has no effect.
03 - Rune 1 (F, R F 1) - This spell inscribes a spell on a specially prepared piece of paper. The rune can then be used to cast the inscribed spell once (using the normal procedure for casting spells). The caster must cast the Rune spell and then the spell to be inscribed. Rune 1 can only inscribe 1st level spells. The rune paper can be reused.
04 - Cancel Channeling (F*, R F 10) - As Cancel Essence, except only Channeling spells are affected.
05 - Rune 2 (F, R F 1) - As Rune 1, except 1st and 2nd level spells may be inscribed.
06 - Dispel Essence (F*, R F 10) - As Cancel Essence, except dispeling effect is a 10 feet radius about the caster and any already existing spells in the radius make a successful Resistance Roll (with a +30 modification) or be canceled.
07 - Rune 3 (F, R F 1) - As Rune 1, except 1st to 3rd level spells may be inscribed.
08 - Dispel Channeling (F*, R F 10) - As Dispel Essence, except only Channeling spells are affected.
09 - Rune 5 (F, R F 1) - As Rune 1, except 1st - 5th level spells may be inscribed.
10 - Sign of Stunning (F, R F 1) - A Sign, on a "non-mobile" surface. A Sign can be triggered by one of the following (decided by the caster); after a choosen period of time, certain movements, certain sounds, touch, reading, etc. A Sign of Stunning stuns the triggering victum for 10 mins per 10 points of Resistance Roll failure.
Essence Perceptions
Essence Perceptions
|
Area of Effect |
Duration |
Range |
||
| 1 | Familiar | 1 target | perminent (s) | touch |
| 2 | Presence I | 10 feet radius | 1 rnd / level (c) | self |
| 3 | Listen | varies | 1 min / level (c) | 10 feet |
| 4 | Presence III | 30 feet radius | 1 rnd / level (c) | self |
| 5 | Long Ear | varies | 1 min / level (c) | 100 feet |
| 6 | Watch | varies | 1 min / level (c) | 10 feet |
| 7 | Long Eye | varies | 1 min / level (c) | 100 feet |
| 8 | Obsevre | varies | 1 min / level (c) | 100 feet |
| 9 | Presence V | 50 feet radius | 1 rnd / level (c) | self |
| 10 | Telepathy | 1 target | 1 rnd / level (c) | 10 feet |

01 - Familiar (U, R F 15) - The Caster can attune himself to a small animal (to be called his familiar). The caster must obtain the animal (can be no more than 10% of caster's own mass) and cast the spell on the animal once per day). The caster can then control the familiar and view the world through its senses by concentrating on it (must be within 50 feet per level). If the animal is killed the caster will be at -25 for all actions for 2 weeks.
02 - Presence 1 (P*, R F 10) - When he concentrates, caster is aware of the presence of all sentient or thinking beings within 10 feet; i.e., the caster knows where they are. He also gets a feelings of which are intelligent and which are animals.
03 - Listen (I, R F 5) - Caster can pick a point up to 10 feet away, and as long as he concentrates, he will hear as if he were at that point (there can be intervening objects such as walls). He may stop concentrating and later continue as long as the duration of the spell has not expired.
04 - Presence 3 (P*, R F 10) - As Presence 1, except that the radius of awareness is 30 feet.
05 - Long Ear (I, R F 5) - As Listen, except the caster's point of hearing may be moved independantly up to 100 feet away (moves at 10 feet per round). If he is physically able to go there (i.e., he could not send his point of hearing through walls or closed doors).
06 - Watch (I, R F 5) - As Listen, except the caster sees from the moving point (it can rotate).
07 - Long Eye (I, R F 5) - As Long Ear, except the caster sees from the moving point (it can rotate).
08 - Observe (I, RF5) - As Listen and Watch, except caster can listen and watch at the same time and the range is 100 feet.
09 - Presence 5 (P*, R F 10) - As Presence 1, except that the radius of awareness is 50 feet.
10 - Telepathy (P, R F 10) - Caster can read the surface thoughts of one target. If the target makes a Resistance Roll by more than 25, he realizes what is happening.
Illusions
Illusions
|
Area of Effect |
Duration |
Range |
||
| 1 | Sound Mirage | 10 feet radius | 10 min / level | 100 feet |
| 2 | Unseen | 1 target | max 24 hours | 10 feet |
| 3 | Light Mirage | 10 feet radius | 10 min / level | 100 feet |
| 4 | Invisability I | 1 target | max 24 hours | 10 feet |
| 5 | Taste / Smell Mirage | 10 feet radius | 10 min / level | 100 feet |
| 6 | Illusion II | varies | varies | varies |
| 7 | Phantasm I | 10 feet radius | 1 min / level (c) | 100 feet |
| 8 | Invisability II | 10 feet radius | max 24 hours | 10 feet |
| 9 | Illusion III | varies | varies | varies |
| 10 | Phantasm II | varies | varies (c) | varies |

01 - Sound Mirage (E, R F 10) - This illusion creates any set of simple immobile sounds coming from an area of up to 10 feet radius. It can dampen normal sounds in the area to the loudness of a normal conversation.
02 - Unseen (E, R F 10) - A single object (or being) is made invisible (1 garment, 1 naked body, etc.) until 24 hours pass or the object is struck by a violent blow (being hit by a weapon, falling, etc. ) or the object (or being) makes an attack.
03 - Light Mirage (E, R F 10) - Creates any simple immobile image or scene in an area of up to 10 feet radius. It can dampen normal light in the area to the brightness of candlelight.
04 - Invisibility 1 (E, R F 10) - As Unseen, except everything within 1 foot of the target is invisable as long as it starts and remains within the 1 foot radius.
05 - Taste and Smell Mirage (E, R F 10) - Creates any set of simple immobile tastes or smells in an area of up to 10 feet radius. It can dampen normal tastes and smells in the area.
06 - Illusion 2 (E, R F 15) - Creates a simple illusion up to an area of 10 foot radius. One of the following options may also be chosen: a) an extra sense may be added to the illusion or, b) the duration may be doubled or, c) the range can be doubled or, d) the radius of effect may be doubled.
07 - Phantasm (E, R F 15) - This ilusion creates the image of one object or being that will move however the caster wants while he concentrates. When the caster stops concentrating, the image remains, but stops moving (the caster can resume concentration later and resume moving the phantasm). The image can be any size that would fit in a 10 feet radius sphere.
08 - Invisability 2 (E, R F 15) - As Invisability 1, except the radius is up to 10 feet.
09 - Illusion 3 (E, R F 15) - As Illusion 2, except two options are allowed.
10 - Phantasm 2 (E, R F 15) - As Phantasm 1, except one of the options from Illusions 2 may also be chosen or two images can be created and moved (both images must be within the caster's field of vision).
Spirit Mastery
Spirit Mastery
|
Area of Effect |
Duration |
Range |
||
| 1 | Sleep V | varies | varies | 100 feet |
| 2 | Charm Kind | 1 target | 1 hr / level | 100 feet |
| 3 | Sleep VII | varies | varies | 100 feet |
| 4 | Confussion | 1 target | varies | 100 feet |
| 5 | Suggestion | 1 target | varies | 10 feet |
| 6 | Sleep X | varies | varies | 100 feet |
| 7 | Hold Kind | 1 target | concentration | 100 feet |
| 8 | Master of Kind | 1 target | 10 min / level | 50 feet |
| 9 | True Charm | 1 target | 1 hr / level | 100 feet |
| 10 | Quest | 1 target | varies | 10 feet |

01 - Sleep 5 (F, RF15) - Causes target or targets to fall into a natural sleep; the total number of levels that can be affected is 5, (e.g., five level 1 targets; one level 4 and one level 1 target; two level 2 targets and one level 1 target; etc.). All targets must be in caster's field of vision.
02 - Charm Kind (F, R F 20) - Target (which must be humanoid) belives caster is a good friend.
03 - Sleep 7 (F, R F 15) - As Sleep 5, except a total of 7 levels can be affected.
04 - Confusion (F, R F 15) - Target is incapable of making decisions or initiating action for 1 round per 5 points of Resistance Roll failur. The target may continue to fight current foes or act in self-defence.
05 - Suggestion (F, R F 20) - Target will follow a single suggested act that is not completly alien to him (e.g., he will not commit suicide, blind himself, etc.).
06 - Sleep 10 (F, R F 15) - As Sleep 5, except a total of 10 levels may be affected.
07 - Hold Kind (F, R F 15) - Humanoid target is held to 25% of normal action for as long as caster applies concentration.
08 - Master of Kind (F, R F 20) - Target must obay caster as in Suggestion for the duration of the spell. Caster may employ any number of non-alien suggestions.
09 - True Charm (F, R F 10) - As Charm Kind, except any sentient creature may be affected.
10 - Quest (F, R F 30) - Target is given one task; failure results in a penalty determined by the Gamesmaster (task must be within the capabilities of the target). The penalty should be a minor handicap; such as drop in stats or a phobia (e.g., fear of spiders, fear of water, etc.) or some other mental illness or a physical disability (e.g., a limp, rheumatism, scars, etc.).
Fire Law
Fire Law
|
Area of Effect |
Duration |
Range |
||
| 1 | Boil Liquid | 1 cu foot / level | perminent (c) | 10 foot |
| 2 | Warm Solid | 1 cu foot / level | 24 hours (c) | 10 feet |
| 3 | Woodfires | 1 foot radius | --- | 1 foot |
| 4 | Wall of Fire | 10ft x 10ft x 6inches | 100 feet | |
| 5 | Heat solid | 1 cu foot / level | 1 hour (c) | 10 feet |
| 6 | Fire Bolt | 1 target | --- | 100 feet |
| 7 | Call Flame | 10ft x 10ft x 10ft | 1 rnd / level | 10 feet |
| 8 | Fire Ball | 10 feet radius | --- | 100 feet |
| 9 | Aura of Flames | 1 object | 1 rnd / level | touch |
| 10 | Circle Aflame | 10ft R x 10ft x 6inches | 1 rnd / level | self |

01 - Boil Liquid (F, R F 5) - Any inanimate liquid (1 cubic foot per level) can be heated to boiling at a rate of 1 cubic foot per round of concentration.
02 - Warm Solid (F, R F 5) - Any Solid inanimate, non-metal material (1 cubic foot per level) can be warmed to 100 deg F at a rate of 1 cubic foot per round of concentration.
03 - Woodfires (F, R F 5) - Causes any wood (or any inanimate organic material) that the caster chooses within 1 foot of the casters palm to ignite and start burning.
04 - Wall of Fire (E, R F 30) - Creates an opaque wall of fire (up to 10 feet by 10 feet by 6 inches). One end must rest on a solid surface. Anyone passing through it takes an A heat critical (No Resistance Roll).
05 - Heat Solid (F, R F 5) - As Warm Solid, except material can be heated to 500 deg F at a rate of 100 deg per round of concentration.
06 - Fire Bolt (D E, R F 40) - A bolt of fire is shot from the palm of the caster; results are determined by using the Bolt Spells Attack Table.
07 - Call Flame (E, R F 30) - Creates an opaque cube of flame (up to 10 feet by 10 feet by 10 feet); it takes 1 complete round of concentration for the cube to form and to become effective. One side must rest on a solid surface. Anyone in it or passing through takes an A heat critical (No Resistance Roll).
08 - Fire Ball (B E, R F 50) - A 1 foot diameter ball of fire is shot from the palm of the caster, it explodes at a point chosen by the caster to affect a 10 foot radius area; results are determined by using the Ball Spell Attack Table.
09 - Aura of Flame (E, R F 20) - The caster may touch one object (that takes up an area of up to 5 foot radius) and create an aura of flame around it. The flame will not affect the caster or the holder of the object (if any), but anyone else touching the object will take a B heat critical (No Resistance Roll). If cast on a weapon and the weapon is used to deliver a normal critical, the weapon will also deliver a B heat critical (no Resistance Roll).
10 - Circle Aflame (E, R F 30) - As Wall of Fire, except the "wall" is up to 10 feet high and forms a circle (up to 10 feet radius and 6 inches thick) with the caster at the center (it is non-mobile).
Ice Law
Ice Law
|
Area of Effect |
Duration |
Range |
||
| 1 | Freeze Liquid | 1 cu foot / level | permanent (c) | 10 feet |
| 2 | Cool Solid | 1 cu foot / level | 24 hours (c) | 10 feet |
| 3 | Wall of Cold | 10ft x 10ft x 1ft | 1 rnd / level | 100 feet |
| 4 | Cool Air | 1000 cu feet / level | 1 hour (c) | 100 feet |
| 5 | Chill solid | 1 cu foot / level | 1 hour (c) | 10 feet |
| 6 | Ice Bolt | 1 target | --- | 100 feet |
| 7 | Cold Ball (20') | 20 feet radius | --- | 100 feet |
| 8 | Wall of Ice | 10ft x 10ft x 1ft | permenanet | 100 feet |
| 9 | Call Cold | 20ft x 20ft x 20ft | 1 rnd / level | 10 feet |
| 10 | Circle of Cold | 20ft radius x 20ft x 1ft | 1 rnd / level | self |

01 - Freeze Liquid (F, R F 5) - Any inanimte liquid (1 cubic foot per level) can be cooled to freezing at a rate of 1 cubic foot per round of concentration (temprature, cannot be lower than -30 deg F).
02 - Cool Solid (F, R F 5) - Any Solid, inanimate, non-metal material (1 cubic foot per level) can be cooled to -20 deg F at a rate of 1 cubic foot per round of concentration.
03 - Wall of Cold (E, R F 30) - Creates a transparent wall of intense cold (up to 10 feet by 10 feet x 1 inch). One end must rest on a solid surface. anyone passing through takes an 'A' cold critical (No Resitance Roll).
04 - Cool Air (F, R F 5) - The teperature of the air in an enclosed area may be lowered at a rate of 10 deg F per round of concentration (to a maximum of -20 deg F). When the concentration ceases, the air will warm normally.
05 - Chill Solid (F, R F 5) - As Cool Solid, except material can be cooled to -200 deg F at a rate of -100 deg F per round of concentration.
06 - Ice Bolt (D E, R F 50) - A bolt of ice is shot from the palm of the caster; results are determined by using the Bolt Spells Attack Table.
07 - Cold Ball (B E, R F 50) - A 1 foot ball of cold is shot from the palm of the caster. It explodes at a point chosen by the caster to affect a 20 foot radius area; results are determined on the Ball Spells Attack Table.
08 - Wall of Ice (E, R F 30) - Summons a wall of ice up to 10 feet by 10 feet x (2 feet at base, 1 inch at top); it must be affixed to a solid surface. It can be melted (wall takes 100 hits), cipped through (50 man-rounds) or toppled (if one end is not against a wall).
09 - Call Cold (E, R F 30) - As Call Flame on the Fire Law spell list, except that it creates a cube of cold (up to 20 feet by 20 feet by 20 feet) that delivers cold criticals.
10 - Circle of Cold (E, R F 30) - As Wall of Cold, except the "wall" is up to 20 feet high and forms a circle (up to 20ft radius and 1 inch thick) with the caster at the center (it is non-mobile).
Earth Law
Earth Law
|
Area of Effect |
Duration |
Range |
||
| 1 | Enchanted Rope | one rope | concentration | 10 feet / level |
| 2 | Loosen earth | 100 cubic foot | permanet | 100 feet |
| 3 | Crush Stone | 2inch x 2inch x 2inch | --- | 100 feet |
| 4 | Earthwall | 10ft x 10ft x 1.5ft | 1 min / level | 100 feet |
| 5 | Cracks Call | 1000 cubic foot | --- | 100 feet |
| 6 | Stonewall | 10ft x 10ft x 1ft | 1 min / level | 100 feet |
| 7 | Stone / Earth | 100 cubic feet | permanent | 100 feet |
| 8 | Earthwall True | 10ft x 10ft x 1ft | permanent | 100 feet |
| 9 | Earth / Mud | 100 cubic feet | permanent | 100 feet |
| 10 | Earth / Stone | 100 cubic feet | permanent | 100 feet |

01 - Emchamted Rope (F, R F 5) - If caster holds one end of a rope, he can cause the rope to move to its length (within the range) in any direction and to tie itself in knots (it cannot attack, or tie up a moving, or active being).
02 - Loosen Earth (F, R F 5) - Loosens 100 cubic feet of earth to the consistency of plowed ground.
03 - Crush Stone (F, R F 10) - Crushes a stone or section of stone (up to a 2 foot cube) to the consistency of a powder. This includes non-enchanted stone and gems. If a maneuver roll is made, this spell can effect sling stones.
04 - Earthwall (E, R F 30) - Summons a wall of packed earth (up to 10 feet by 10 feet by 3 feet at the base and 1 foot at the top); it must rest on a solid surface. It can be dug through at the top in 10 man rounds.
05 - Cracks Call (F, R F 10) - Any already existing cracks or flaws in a section of inanimate material (up to 10 feet by 10 feet by 10 feet) will extend to their limit.
06 - Stonewall (F, R F 30) - As Earthwall, except wall is up to 10 feet by 10 feet by 1 foot of stone and it has the durability of normal stone.
07 - Stone to Earth (F, R F 20) - Changes 100 cubic foot of normal stone to packed earth; change is gradual and takes three rounds.
08 - Earthwall True (P, R F 30) - As Earthwall, except duration is permanent.
09 - Earth to Mud (F, R F 20) - As Stone to Earth, except changes earth to soft mud.
10 - Earth to Stone (F, R F 20) - As Stone to Earth, except changes packed earth to solid stone and loose earth to gravel.
Light Law
Light Law
|
Area of Effect |
Duration |
Range |
||
| 1 | Projected Light | 50 foot beam | 10 mins / level | self |
| 2 | Shock Bolt I | 1 target | --- | 100 feet |
| 3 | Light I | 10 feet radius | 10 min / level | touch |
| 4 | Shade | 100 feet radius | 10 min / level | 100 feet |
| 5 | Sudden Light | 10 feet radius | --- | 100 feet |
| 6 | Dark I | 10 feet radius | 10 min / level | touch |
| 7 | Light V | 50 feet radius | 10 min / level | touch |
| 8 | Shock Bolt III | 1 target | --- | 300 feet |
| 9 | Dark V | 50 feet radius | 10 min / level | touch |
| 10 | Lightning Bolt | 1 target | --- | 100 feet |

01 - Projected Light (E, R F 5) - A 50 foot beam of light (like a flashlight) springs from the casters palm. He can turn it on and off by opening or closing his hand.
02 - Shock Bolt 1 (D E, R F 30) - A bolt of intense, charged light is shot from the palm of the caster. Results are determined on the Bolt Spell Attack Table.
03 - Light 1 (E, R F 10) - Lights a 10 feet radius area about the point touched. The light produced is equivalent to torchlight. If the point is on a moving being or object, the area will move with it.
04 - Shade (E, R F 5) - All shadows and darkness in a 1000 feet radius around the choosen center point deepen, aiding Hide maneuvers by +25.
05 - Sudden Light (F, R F 35) - Causes a 10 feet radius burst of intense light, all thoses inside the radius are stunned 1 round per 5 points of Resistance Roll failure, (i.e., they attempt to shield their eyes).
06 - Dark 1 (E, R F 10) - As Light 1, except that a 10 feet radius of darkness results. It is the equivalent of a dark, moonless night.
07 - Light 5 (E, R F 10) - As Light 1, except the radius can be varied up to 50 feet, (the size of the radius can be changed by concentrating for 1 round).
08 - Shock Bolt 3 (D E, R F 30) - As Shock Bolt 1 except the range is 300 feet.
09 - Dark 5 (E, R F 10) - As Dark 1, except the radius can be varied up to 50 feet, (the size of the radius can be changed by concentrating for 1 round).
10 - Lightning Bolt (D E, R F 40) - As Shock Bolt 1, except a lightining bolt is shot from the caster's palm.
Wind Law
Wind Law
|
Area of Effect |
Duration |
Range |
||
| 1 | Breeze Call | 20 feet cone | 1 rnd / level (c) | self |
| 2 | Airwall | 10ft x 10ft 3ft | C or 1 rnd / lvl | 100 feet |
| 3 | Condensation | varies | varies (c) | touch |
| 4 | Stun Cloud I | 5 feet radius | 6 rnds | 10 feet |
| 5 | Airstop I | 10 feet radius | concentration | 100 feet |
| 6 | Stun Cloud II | 10 feet radius | 6 rounds | 20 feet |
| 7 | Vacuum | 5 feet radius | --- | 100 feet |
| 8 | Airstop II | 20 feet radius | concentration | 100 feet |
| 9 | Stun Cloud III | 20 feet radius | 6 rounds | 40 feet |
| 10 | Death Cloud | 5 feet radius | 10 rounds | 10 feet |

01 - Breeze Call (E, R F 5) - Causes a swirling breeze to arise from around his person, which will blow in a set direction. It drives away any suspended or gaseous matter (dust, clouds, etc.) and subjects 30 from all missle attacks passing through it. The breeze affects a 20 feet cone (caster at the tip, 20 feet at the base) and has a wind speed of 10 miles per hour.
02 - Airwall (E, R F 30) - Creates a transparent 10 foot by 10 foot by 3 foot wall of dense churning air. All movement through it requires a maneuver roll with a -25 modification. Attacks through it are modified by -50. Duration is 1 round per level or as long as the caster concentrates (whichever is longer)
03 - Condensation (F, R F 10) - Condenses 1 cubic foot of water from the surrounding air into the cupped hands of the caster (he may allow the water to overflow into a container held under his hands). The caster must concentrate while the water condenses, it takes 1 round in the most humid climates and 10 rounds in the most dry climates (in between for elsewhere).
04 - Stun Cloud 1 (E, R F 30) - Creates a 5 feet radius cloud of charged gas particals, delivers a C electrical critical on 1st and 2nd rounds, a B critical on rounds 3 and 4, and an A critical on rounds 5 and 6. It drifts with the wind and affects all within it radius. (Resistance Rolls are allowed).
05 - Airstop 1 (F, R F 5) - .Cuts all generalized air movement (i.e., wind) by up to 30 miles per hour in a 10 fet radius.
06 - Stun Cloud II (E, R F 30) - As Stun Cloud 1, except the radius is 10 feet.
07 - Vacuum (E, R F 40) - Creats a 5 feet radius near vacuum. All in the radius take a B impact critical, a the air leaves and rushes back in. Resistance Rolls are allowed (i.e., to avoid the area).
08 - Airstop 2 (F, R F 5) - As Air Stop 1, except the radius is 20 feet.
09 - Stun Cloud 3 (E, R F 30) - As Stun Cloud 1, except the radius is 20 feet.
10 - Death Cloud (E, R F 30) - As Stun Cloud 1, except it delivers an E on rounds 1 and 2, a D on rounds 3 and 4, a C on rounds 5 and 6, a B on rounds 7 and 8, ans an A on rounds 9 and 10.
Water Law
Water Law
|
Area of Effect |
Duration |
Range |
||
| 1 | Condensation | --- | permanent | touch |
| 2 | Fog Call | 10 feet R / level | permanent | 10 feet / level |
| 3 | Waterwall | 10ft x 10ft x 1ft | C or 1 rnd / lvl | 100 feet |
| 4 | Water Bolt I | 1 target | --- | 100 feet |
| 5 | Unfog | 10 feet radius | permanent | 100 feet |
| 6 | Calm Water | 100 feet radius | concentration | 100 feet |
| 7 | Waterwall True | 10ft x 10ft x1ft | 1 min / level | 100 feet |
| 8 | Clean Water | 1000 cubic feet / level | permanent | 100 feet |
| 9 | Water Bolt III | 1 target | --- | 300 feet |
| 10 | Call Rain | 100 foot radius / level | 10 min / level | 100 feet / level |

01 - Condensation (F, R F 10) - Condenses 1 cu’ of water from the surrounding air into the cupped hands of the caster (he may allow the water to overflow into a container held under his hands). The caster must concentrate while the water condenses; it takes 1rnd in the most humid climates and 10 rounds in the most try climates (in between elsewhere).
02 - Fog Call (E, R F 10) - Creates a dense natural fog within the radius of effect. The fog obscures vision and subtracts 50 from all missile attacks which must pass through it.
03 - Waterwall (E, R F 30) - Creates a 10’x10’x1’ wall of water. All movement through it requires a maneuver roll modified by -40. Attacks through it are modified by -80. It must be affixed to a solid or liquid surface. Duration is 1 rnd/lvl or as long as the caster concentrates (whichever is longer).
04 - Water Bolt I (D E, R F 40) - A bolt of water is shot from the palm of the caster; results determined on the Bolt Spells Attack Table .
05 - Unfog (F, R F 10) - Disperses fog in an area up to the radius of effect.
06 - Calm water (F, R F 5) - Water within radius is calmed’ waves are cut by 20’ in center and less towards the perimeter.
07 - Waterwall True (E, R F 30) - As Waterwall, except caster need not concentrate and the duration is 1 min/lvl.
08 - Clean Water (F, R F 5) - Removes all sediment and dissolves substances from a volume of water up to 1000 cu’/lvl.
09 - Water Bolt III (D E, R F 40) - as Water Bolt 1, except range is 300’.
10 - Call Rain (F, R F 10) - If there are clouds in the sky, it rains outdoors for the duration of the spell.
Lofty Bridge
Lofty Bridge
|
Area of Effect |
Duration |
Range |
||
| 1 | Leaping | 1 target | 1 round | 100 feet |
| 2 | Landing | 1 target | until lands | 100 feet |
| 3 | Leaving I | 1 target | --- | 10 feet |
| 4 | Levitation | 1 target | 1 min / level | 10 feet |
| 5 | Fly I | 1 target | 1 min / level | 10 feet |
| 6 | Portal | 3ft x 6ft x 3ft | 1 rnd /level | touch |
| 7 | Fly II | 1 target | 1 min / level | 10 feet |
| 8 | Long Door | 1 target | --- | 10 feet |
| 9 | Leaving III | 1 target | --- | 10 feet |
| 10 | Teleport | 1 target | --- | 10 feet |

01 - Leaping (U*, R F 10) - Allows the target to leap 50’ laterally or 20’ vertically (or some combination of lateral and vertical movement) in the round that the spell was cast.
02 - Landing (U*, R F 10) - Allows the target to land safely in a fall up to a distance equal to 20’ per level of caster, and to take that distance off the severity of any longer fall (e.g., a 2nd level caster could reduce the effects of a 50’ fall to a 10’ fall).
03 - Leaving I (U, R F 25) - Caster teleports target to a point up to 100’ away, but there can be no intervening barriers in a direct line between the target and the point (for these purposes a barrier is anything he could not physically go through,; closed doors and bars are barriers; a pit is not).
04 - Levitation (U, R F 15) - Allows target to move up and down vertically at a rate of 10’/rnd; horizontal movement is possible only through normal means.
05 - Fly I (U, R F 20) - As Levitation, except target can fly (move horizontally and vertically) at a rate of up to 75’/rnd (=5mph).
06 - Portal (P, R F 35) - Opens a portal 3’x6’x3’ in any solid surface, though which anyone or anything can pass. The surface appears unaffected but shimmers slightly (a perception roll would be necessary to notice it).
07 - Fly II (U, R F 20) - as Fly I, except target flies at a rate of up to 150’/rnd (-10mph).
08 - Long Door (U, R F 35) - As Leaving I, except caster can pass through barriers by specifying exact distances.
09 - Leaving III (U, R F 25) - As Leaving I, except target cab be moved up to 300’.
10 - Teleport (U, R F 45) - As Long Door, except movement range is 10 miles/lvl. This spell is very risky. In case of error: first determine direction of error (randomly), then determine distance of error (make an open-ended roll for a number of feet). The caster has the following changes of error (target arrives off-center):
• Never seen place but have description and location 50%
• Visited briefly for 1hr 25%
• Studied for 24 hr 10%
• Studied carefully for 1 week 1%
• Lived in 1 yr. 0.01%
Living Change
Living Change
|
Area of Effect |
Duration |
Range |
||
| 1 | Run | 1 target | 10 min / level | 10 feet |
| 2 | Speed I | 1 target | 1 round | 10 feet |
| 3 | Self size Changing | self | 1 min / level | self |
| 4 | Sprint | 1 target | 10 min / level | 10 feet |
| 5 | Change of Kind | 1 target | 10 mins / level | 10 feet |
| 6 | Haste I | 1 target | 1 rnd | 10 feet |
| 7 | Speed III | varies | 1 rnd | 10 feet |
| 8 | Fast Sprint | 1 target | 10 min / level | 10 feet |
| 9 | Size Change | 1 target | 10 min / level | 10 feet |
| 10 | Haste III | varies | varies | 10 feet |

01 - Run (U*, R F 5) - Target may run (2 times walking pace) without tiring, but once he stops or performs some other action the spell is cancelled.
02 - Speed I (U*, R F 15) - Target may act at twice his normal rate (200% of normal activity), but immediately afterwards must spend a number of rounds equal to the rounds speeded at half rate.
03 - Self Size Changing (U, R F 20) - Caster may shrink to half his normal mass (height in normal situations); there is no decrease in his strength. Caster may also enlarge to half his normal mass, and there is no increase in his strength (except for movement purposes).
04 - Sprint (U*, R F 5) - As Run, except target may move at 3 times walking pace.
05 - Change of Kind (U, R F 20) - Caster can alter target’s form to the form of any desired humanoid .
06 - Haste I (U*, R F 15) - as Speed 1, except no half rate penalty found follows the haste round.
07 - Speed III (U*, R F 15) - as Speed 1, except duration is 3 rounds for 1 target, or 2 rounds for 1 target and 1 round for 1 other target, or any other combination of targets and rounds that total 3 rounds of speed.
08 - Fast Sprint (U*, R F 5) - As Run, except target may move at 4 times walking pace.
09 - Size Changing (U, R F 20) - as Self Size Changing, except mass change is limited to 10% of his mass/level and can be cast on any material that is living or was once living.
10 - Haste III (U*, R F 15) - As Speed 3, except no half rate penalty rounds follow the haste rounds.
Lore
Lore
|
Area of Effect |
Duration |
Range |
||
| 1 | Study I | self | concentration | self |
| 2 | Learn Language II | self | concentration | self |
| 3 | Language Lore | 1 text | --- | touch |
| 4 | Mind's Lore | 1 target | 1 round | 50 feet |
| 5 | Study II | self | concentration | self |
| 6 | Interperting Eye | 1 speaker | concentration | self |
| 7 | Learn Language III | self | concentration | self |
| 8 | Mind's Lore III | 1 target | 1 round | 50 feet |
| 9 | Study III | self | concentration | self |
| 10 | Passage Origin | self | concentration | self |

01 - Study 1 (R, RF1) - When concentrating with this spell, the caster can retain anything he reads or learns as if he had a photographic memory with total recall. It does not affect his comprehension.
02 - Learn Language 2 (U, RF1) - When concentrating with this spell, the rate at which the caster can learn a language is doubles. This means that any development of language skill is doubled in effectiveness if the character can cast this spell (i.e., on development point increases a language skill 2 ranks and 3 points increases it 4 ranks).
03 - Language Lore (I, RF1) - Caster learns what language a piece of text is written in. He may also learn the identity of the author if the caster has seen his work before or if the author is noteworthy or distinctive.
04 - Mind’s Lore 1 (P, RF10) - Caster can scan the target’s mind, and receive part of the target’s knowledge (conscious and unconscious) concerning one very specific topic. There is a 10% chance for each piece of information that the target has on the topic. The target gets a RR.
05 - Study 2 (U, RF1) - as Study 1, except caster can also read at 2 times normal rate.
06 - Interpreting Ear (P) - Allows the caster to understand one speaker regardless of what language he is speaking. The caster may choose a different speaker each round.
07 - Learn Language 3 (U, RF10) - As Learned Language 2, except learning rate is 3 times.
08 - Mind’s Lore 3 (F, RF10) - As Mind’s Lore 1, except 30% of knowledge is obtained.
09 - Study 3 (U, RF1) - As Study 1, except caster can also read at 3 times the normal rate.
10 - Passage Origin (I, RF1) - As Language Lore, except that the caster can also tell if the text has been translated and what the original language was. From the dialect and idioms, he can also tell the approximate date that the text was originally written and the region in which it was written.
Controlling Songs
Controlling Song
|
Area of Effect |
Duration |
Range |
||
| 1 | Calm Song | 1 target | concentration | 50 feet |
| 2 | Holding Song | 1 target | concentration | 50 feet |
| 3 | Stun Song | 1 target | concentration | 50 feet |
| 4 | Silent Song | 1 target | concentration | 50 feet |
| 5 | Sleep Song | 1 target | concentration | 50 feet |
| 6 | Charm Song | 1 target | concentration | 50 feet |
| 7 | Fear's Song | 1 target | concentration | 50 feet |
| 8 | Calm Song True | 1 target | varies + C | 50 feet |
| 9 | Stun song True | 1 target | varies + C | 50 feet |
| 10 | Forgetting Song | 1 target | permament | 50 feet |

01 - Calm Song (F, RF15) - Target is calmed and cannot take any aggressive (offensive) action while the caster plays / sings (requires concentration) and keeps the target within sight or within the spell’s range.
02 - Holding Song (F, RF15) - As Calm Song, except target can only take 25% of normal action.
03 - Stun Song (F, RF15) - As Calm Song, except target is stunned.
04 - Silence Song (F, RF15) - As Calm Song, except target may not speak.
05 - Sleep Song (F, RF15) - As Calm Song, except target falls into a light sleep.
06 - Charm Song (F, RF15) - As Calm Song, except target believes caster is a good friend, and if the caster plays . sings for at least 3 rounds the effect of the spell last for 10 minutes after the caster stops.
07 - Fear’s Song (F, RF15) - As Calm Song, except target fears caster and attempts to get away from him.
08 - Calm Song True (F, RF15) - As Calm Song, except that after the caster sops playing/ singing the effect will continue for the number of rounds the caster has already played / sung (e.g., if the caster sings for 3 rounds then after he stops the target will remain calm for 3 more rounds).
09 - Stun Song True (F, RF15) - As Calm Song True, except target is stunned.
10 - Forgetting Song (F, RF15) - Target will forget what transpired in a certain period of time specified by the caster (within 1 day / level). The length of time period is equal to the amount of time the caster plays / sings.
Sound Control
Sound Control
|
Area of Effect |
Duration |
Range |
||
| 1 | Long Wisper | 1 point | concentration | 50 feet / level |
| 2 | Silence I | 10 feet radius | 1 min / level | self |
| 3 | Song Sounding II | 1 song | as song | 2x song's |
| 4 | Song II | 2 targets | as song | as song |
| 5 | Sonic Law I | 10 feet radius | concentration | self |
| 6 | Great Song | 10 feet radius | as song | as song |
| 7 | Silence V | 50 feet radius | 1 min / level | self |
| 8 | Song Sounding III | 1 song | as song | 3x song |
| 9 | Song III | 3 targets | as song | as song |
| 10 | Sonic Law | 100 feet radus | concentration | self |

01 - Long Whisper (E*, RF5) - Caster’s whisper can be directed to any point that he picks within 50 feet per level.
02 - Silence 1 (E, RF5) - Any sounds originating within up to 10 feet of the caster’s body cannot be heard outside the radius.
03 - Song Sounding 2 (E*, RF10) - If cast the round before a spell on the Controlling Songs list, it doubles the range of the Song.
04 - Song 2 (E*, RF10) - If cast the round before a spell on the Controlling Songs list, it allows 2 targets to be affected.
05 - Sonic Law 1 (E, RF10) - Caster may manipulate sound within 10 feet of his body. He can create any sound he wants, and if he desires, that sound can be heard outside the radius.
06 - Great Song (E*, RF10) - as Song 2, except everyone within a 10 feet radius of the caster is a target of the spell from the Controlling Songs list.
07 - Silence 5 (E, RF5) - As Silence 1 except radius is 50 feet.
08 - Song Sounding 3 (E*, RF10) - as Song Sounding 2, except range increase is 3 times.
09 - Song 3 (E*, RF10) - ) As Song 2, except that it increases the number of targets to 3.
10 - Sonic Law 10 (E, RF10) - as Sonic Law 1, except radius is 100 feet.
Item Lore
Item Lore
|
Area of Effect |
Duration |
Range |
||
| 1 | Jewel / Metal Assessment | 1 object | --- | touch |
| 2 | Item Assessment | 1 object | --- | touch |
| 3 | Detect Power | 1 object | --- | touch |
| 4 | Item Analysis I | 1 object | --- | touch |
| 5 | Assessment True | 1 object | --- | touch |
| 6 | Significance | 1 object | --- | touch |
| 7 | Detect Curse | 1 object | --- | touch |
| 8 | Origin | 1 object | --- | touch |
| 9 | Item Analysis II | 1 object | --- | touch |
| 10 | History | 1 object | --- | touch |

01 - Jewel & Metal Assessment (I, RF1) - Caster can assess the value of jewels and metals to within 10% for any market he desires (i.e., allows him to calculate different values for the different cultures he is familiar with).
02 - Item Assessment (I, RF1) - As Jewel & Metal Assessment, except any crafted item may be assessed (the magic capabilities are not included).
03 - Detect Power (I, RF1) - Detects power (enchantment) in an item; also gives the realm of power and an estimate of how powerful it is.
04 - Item Analysis 1 (I, RF1) - Caster has a 10% chance for each ability of determining what enchanted abilities the item has. This includes all bonuses and spells; roll once for each. Initially, a character may only cast this spell once on a given item; however, each time the character advances a level, he may cast this spell again on the item.
05 - Assessment True (I, RF1) - As Item Assessment, except anything can be assessed, such as livestock, houses, boats, etc. (magical abilities are still not assessable).
06 - Significance (I, RF1) - Determines if the item examined has any cultural or historical significance, and gives a rough idea of what significance that is.
07 - Detect Curse (I, RF1) - Detects if an item has a curse on it, and it gives an image of the person who cursed the item.
08 - Origins (I, RF1) - Gives the race and nature of the being who made the item and when and where it was made (within 100 miles and 100 years).
09 - Item Analysis 2 (I, RF1) - As Item Analysis 1, except there is a 20% chance for each ability.
10 - History (I, RF1) - Gives the caster a random vision of some past event that the item was present at. The chance of obtaining a specific event is 1% if the age of the item is over 99 years; otherwise, the chance is (100 minus the item’s age in years)%.
Nature's Lore
Nature's Lore
|
Area of Effect |
Duration |
Range |
||
| 1 | Trap Detection | 5 feet radius | 1 min / level (c) | 10 feet |
| 2 | Nature's Awareness I | 100 feet raaius | concentration | self |
| 3 | Storm Prediction | 1 mile / level radius | --- | self |
| 4 | Weather Prediction | 1 mile / level radius | --- | self |
| 5 | Nature's Awareness III | 300 feet radius | concentration | self |
| 6 | Breeze Call | 20 fett cone | 1 rnd / level | self |
| 7 | Waiting Awareness | 10 feet radius | 1 hr / level | self |
| 8 | Fog Call | 10 feet / level radius | permament | 10 feet / level |
| 9 | Nature's Awareness V | 500 feet radius | concentration | self |
| 10 | Weather Prediction True | 1 min / level radius | --- | self |

01 - Trap Detection (P, RF 5) - Caster has a 75% chance of detecting any outdoor trap within the 5 foot radius concentrated upon. A different 5 foot radius may be examined each round that the caster concentrates.
02 - Nature’s Awareness 1 (I, RF 5) - allows caster to monitor animate activity in the area (i.e., movement, combat and maneuvers). This spell may only be used if the radius of effect contains plants and / or animals.
03 - Storm Prediction (I, RF5) - Gives caster a 95% chance of prediction time and type of any rain or storms within 15 min over next 24 hour period.
04 - Weather Prediction (I, RF1) - As Storm Prediction, except it predicts the time frame, nature and severity of the general state of the weather.
05 - Nature’s Awareness 3 (I, RF5) - As Nature’s Awareness 1, except that the radius is 300 feet.
06 - Breeze Call (E, RF5) - Causes a swirling breeze to arise from around his person, which will blow in a set direction. It drives away any suspected or gaseous matter (dust, clouds, etc.) and subtracts 30 from all missile attacks passing through it. The breeze affects a 20 food cone (caster at tip, 20 foot at base) and has a wind speed of 10 mph.
07 - Waiting Awareness (I, RF5) - As Nature’s Awareness, except that it allows the caster to set the spell on “alarm” – any animate activity in the radius will cause the caster to be alerted.
08 - Fog Call (I, RF10) - Creates a dense natural fog within the radius of effect. The fog obscures vision and subtracts 50 from all missile attacks.
09 - Nature’s Awareness 5 (I, RF5) - As Nature’s Awareness 1, except that radius is 500 feet.
10 - Weather Predictions True (I, RF1) - As Weather Prediction, except that the prediction period is 1 day per level.
Nature's Movement
Nature's Movement
|
Area of Effect |
Duration |
Range |
||
| 1 | Limbwalking | self | 1 min / level | self |
| 2 | Waterwalking | self | 1 min / level | self |
| 3 | Swimming | self | 5 min / level | self |
| 4 | Sandrunning | self | 1 min / level | self |
| 5 | Merging Organic | self | 1 min / level | self |
| 6 | Limbrunning | self | 1 min / level | self |
| 7 | Stonerunning | self | 1 min / level | self |
| 8 | Waterrunning | self | 1 min / level | self |
| 9 | Windwalking | self | 1 min / level | self |
| 10 | Swimming True | self | 5 min / level | self |

01 - Limbwalking (U, RF5) - Allows caster to walk along nearly horizontal tree limbs (that can support the weight) as if he were on level ground.
02 - Waterwalking (U, RF5) - Allows caster to walk (up to 50 feet per round) on water as if he were on level dry ground. Maneuver rolls may be required on rough water.
03 - Swimming (U*, RF5) - Enables target to swim without tiring or expending energy.
04 - Sandrunning (U, RF5) - As Limbwalking, except caster can run on sandy surfaces.
05 - Merging Organic (U, RF10) - Allows caster to merge up to 1 foot deep into organic material (at least part of the body must be within 1 foot of the surface of the material). He is inactive, but aware of surrounding activity. The caster cannot move while merged, but may exit at any time.
06 - Limbrunning (U, RF5) - As Limbwalking, except caster can run along limbs.
07 - Stonerunning (U, RF5) - As Limbwalking, except caster can run on stone surfaces angled up to 75 degrees.
08 - Waterrunning (U, RF5) - As Waterwalking, except caster can run on water.
09 - Windwalking (U, RF15) - Allows caster to walk on moving air (wind): movement must be at a constant eight. Maneuver rolls may be required in turbulence.
10 - Swimming True (U*, RF5) - As Swimming, except target can swim as fast as he could run.
Spell Defence
Spell Defence
|
Area of Effect |
Duration |
Range |
||
| 1 | Protection I | 1 target | 1 min / level | 10 feet |
| 2 | Area Protection I | 10 feet radius | 1 min / level (c) | 10 feet |
| 3 | Neutralize Curse I | 1 curse | 1 min / level | touch |
| 4 | Protection II | 1 target | 1 min / level | 10 feet |
| 5 | area Protection II | 10 feet radius | 1 min / level (c) | 19 feet |
| 6 | Remove Curse | 1 curse | permanent | touch |
| 7 | Neutralize Curse II | 1 curse | 1 hour / level | 10 feet |
| 8 | Cancel Spell | 1 spell | permanent | 10 feet |
| 9 | Protection III | 1 target | 1 min / level | 10 feet |
| 10 | Area Protection III | 10 feet radius | 1 min / level (c) | 10 feet |

01 - Protection 1 (U, RF5) - Subtracts 10 from all elemental attack rolls against the target and adds 10 to all of the target’s resistance roll versus spells.
02 - Area Protection 1 (U, RF5) - as Protection 1, except all beings within 10 food radius of target get the benefits when the caster concentrates.
03 - Neutralize Curse 1 (F, RF10) - Nullifies the effects of a curse for the duration of this spell. This curse is not dispelled and takes effect again afterwards. The curse gets a resistance roll modified by -20 to avoid being neutralized.
04 - Protection 2 (U, RF5) - as Protection 1, except that the modifications are 20.
05 - Area Protection 2 (U, RF5) - as Area Protection1, except that the modifications are 20.
06 - Remove Curse (F, RF10) - Cancels a curse if the curse fails a resistance roll. The target level is the level of the original curse caster, and the attack level is the level of the caster of this spell. Once this spell is cast on a given curse, it cannot be cast again by the same spell-user until he has advanced another level of experience.
07 - Neutralize Curse 2 (F, RF10) - As Neutralize Curse 1, except curse is nullified for 1 hour per level of the caster.
08 - Cancel Spell (F, RF10) - As Remove Curse, except that any on existing spell may be cancelled.
09 - Protection 3 (U, RF5) - as Area Protection 1, except that the modifications are 30.
10 - Telepathy (P, RF10) - .
Surface Ways
Surface Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Heal 10 | 1 target | permanent | touch |
| 2 | Frost / Burn Relife I | 1 burn area | permanent | touch |
| 3 | Stun Reflief I | 1 target | permanent | touch |
| 4 | Regeneration I | 1 target | concentration | touch |
| 5 | Frost / Burn Relife II | varies | permanent | touch |
| 6 | Awakening | 1 target | permanent | touch |
| 7 | Heal 50 | 1 target | permanent | touch |
| 8 | Frost / Burn Relife III | varies | permanent | touch |
| 9 | Stun Relief III | 1 target | permanent | touch |
| 10 | Regeneration III | 1 target | concentration | touch |

01 - Heal 10 (U, RF5) - Heals 1 to 10 concussion hits.
02 - Frost or Burn Relief 1 (U, RF5) - Will heal an area of mild frostbite or an area of first degree burns.
03 - Stun Relief 1 (U, RF5) - Relieves target of one round’s worth of stun effect, i.e., target is stunned for one round less than before spell was cast (in addition to normal decrease).
04 - Regeneration 1 (U, RF5) - Reduces the concussion hit damage that the target has taken by 1 hit for each round that the caster concentrates.
05 - Frost or Burn Relief 2 (U, RF5) - As Frost or Burn Relief 1, except 2 areas of mild manage or 1 area of moderate damage (e.g., 2nd degree burn) can be healed.
06 - Awakening (U, RF5) - Awakens target instantly.
07 - Heal 50 (U, RF5) - As Heal 10, except that it heals 5 to 50 concussion hits.
08 - Frost or Burn Relief 3 (U, RF5) - As Frost or Burn Relief 1, except 3 areas of damage or 1 area of severe damage (e.g., 3rd degree burn) or a combination of 1 mild and 1 moderate area can be healed.
09 - Stun Relief 3 (U, RF5) - As Stun Relief 1, except that target is relieve of up to 3 rounds of stun effects.
10 - Regeneration 3 (U, RF5) - As Regneration1, except that 3 hits per round are healed.
Protections
Protections
|
Area of Effect |
Duration |
Range |
||
| 1 | Prayer | 1 target | 1 min / level | 100 feet |
| 2 | Bless | 1 target | 1 min / level | 100 feet |
| 3 | Resitance | 1 target | 1 min / level | 100 feet |
| 4 | Resist Elements | 1 target | 1 min / level | 100 feet |
| 5 | Plant Facade | self | 1 min / level | self |
| 6 | Underwater Breathing | self | 1 min / level | self |
| 7 | Animal Facade | self | 1 min / level | self |
| 8 | Shadow | self | 1 hour / level | self |
| 9 | Deflections Organic | self | --- | self |
| 10 | Turning Organic | self | --- | self |

01 - Prayer (U, RG5) - Target gets a +10 bonus to any Resistance Rolls and any maneuver rolls.
02 - Bless (U, RF5) - Target gets a +10 bonus to his Defensive Bonus and any maneuver rolls.
03 - Resistance (U, RF5) - Target gets a +5 bonus to any Resistance Rolls and to his Defensive Bonus.
04 - Resist Elements (U, RF5) - Protects caster from natural heat up to 200 degrees F and natural cold down to -20 degrees F; gives +20 to RRs vs. heat or cold spells.
05 - Plant Façade (E, RF10) - Allows caster to appear as any one type of plant within 10% of his own size. He will not smell or feel like the plant: it is purely a visual illusion.
06 - Underwater Breathing (U, RF5) - Caster is able to breathe normally under water as well as in air.
07 - Animal Façade (U, RF10) - As Plant Façade, except caster can appear as any 1 type of animal.
08 - Shadow (F, RF10) - Caster appears as a shadow: provides near invisibility in dark areas.
09 - Deflections Organic (F*, RF15) - Deflects on missile fired at the caster. Subtract 100 from the missile’s attack roll. The missile must be at least partially of organic composition.
10 - Turnings Organic (F*, RF15) - As Deflections Organic, except that a melee attack roll has 100 subtracted.
Detection Mastery
Detection Mastery
|
Area of Effect |
Duration |
Range |
||
| 1 | Detect Channeling | 5 feet radius | 1 in / level (c) | 50 feet |
| 2 | Detect Essence | 5 feet radius | 1 min / level (c) | 50 feet |
| 3 | Detect Evil | 5 feet radius | 1 min / level (c) | 50 feet |
| 4 | Detect Curse | 5 feet radius | 1 min / level (c) | 50 feet |
| 5 | Location I | 1 target | 1 min / level (c) | 100 feet |
| 6 | Detect Traps | 5 feet radius | 1 min / level (c) | 50 feet |
| 7 | Location III | 1 target | 1 min / level (c) | 300 feet |
| 8 | Detect Invisible | 5 feet radius | 1 min / level (c) | 50 feet |
| 9 | Location V | 1 target | 1 min / level (c) | 500 feet |
| 10 | Curse Tales | 1 curse | --- | 10 feet |

01 - Detect Channeling (P, RF5) - Detects any item or active spell from the Channeling realm; each round caster can concentrate on any 5 foot radius area within the range.
02 - Detect Essence (P, RF5) - As Detect Channeling, except realm is Essence.
03 - Detect Evil (P, RF5) - As Detect Channeling, except detects if a being or item is evil or if an item was created by evil or if an item was long used by a very evil person.
04 - Detect Curse (P, RF5) - As Detect Channeling, except detects curses on people or things.
05 - Location (P, RF5) - Gives the direction and distance of any specific object of place that the caster is familiar with or has had described in detail.
06 - Detect Traps (P, RF5) - As Detect Channeling, except it gives a 75% chance of detecting a trap (certain enchanted traps may receive modifications to this chance).
07 - Location 3 (P, RF10) - As Location 1, except rage is 300 feet.
08 - Detect Invisible (P, RF5) - As Detect Channeling, except detects invisible things; all attacks against an invisible thing so detected are modified by -50. No attack can normally made without some forma of detection.
09 - Location 5 (P, RF10) - As Location 1, except range is 500 feet.
10 - Curse Tales (I, RF5) - Caster can determine nature and origin of any one curse, including the identity of originator of the curse.
Sound/Light Ways
Sound/Light Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Projected Light | 50 feet beam | 10 min / level | self |
| 2 | Speech I | 1 target | concentration | 10 feet |
| 3 | Light I | 10 feet radius | 10 min / level | touch |
| 4 | Quiet | 1 foot radius | 1 min / level | 100 feet |
| 5 | Sudden Light | 10 feet radius | --- | 100 feet |
| 6 | Speech II | 1 target | concentration | 10 feet |
| 7 | Shock Bolt I | --- | --- | 100 feet |
| 8 | Silence | 10 feet radius | 1 min / level | 100 feet |
| 9 | Utterlight | 10 feet radius | 1 min / level | touch |
| 10 | Waiting Light | 10 feet radius | varies | touch |

01 - Projected Light (E, RF5) - A 50 foot beam of light (like a flashlight) springs from the caster’s palm. He can turn it on and off by opening or closing his hand.
02 - Speech 1 (U, RF5) - Target is able to communicate basic ideas in a specific language of someone within 10 feet (hungry, thirsty, bathroom, peace, etc.).
03 - Light 1 (E, RF10) - ) Lights a 10 food radius area about the point touched. The light produced is equivalent to torchlight. If the point is on a moving being or object, the area will move with it.
04 - Quiet (E, RF5) - Creates a 1 food radius area around the target, into and out of which sound cannot travel. The area is centered on the target and will move if he does.
05 - Sudden Light (F, RF35) - Causes a 10 foot radius burst of intense light, all those inside the radius are sunned 1 round per 5 points of Resistance Roll failure (i.e., they attempt to shield their eyes).
06 - Speech 2 (U, RF5) - as Speech 1, except the caster can communicate in more complex concepts, although there is a good chance of misinterpretations.
07 - Shock Bolt 1 (D E, RF30) - A bolt of intense, charged light is shot from the palm of the caster. Results are determined on the Bolt Spells Attack Table.
08 - Silence (E, RF5) - As quiet, except radius is 10 feet.
09 - Utterlight 1 (E, RF10) - As Light 1, except it is the equivalent of full daylight; it also cancels all magically created darkness.
10 - Waiting Light (E, RF10) - As Light 1, except it can delay the action of the spell up to 24 hours per level passes or a being passes or a certain word is said, etc.
Calm Spirits
Calm Spirits
|
Area of Effect |
Duration |
Range |
||
| 1 | Calm I | 1 target | 1 min / level | 100 feet |
| 2 | Calm II | 2 targets | 1 min / level | 100 feet |
| 3 | Hold Kind | 1 target | concentration | 100 feet |
| 4 | Long Calm | 1 target | 1 min / level | 300 feet |
| 5 | Stunning* | 1 target | varies | 50 feet |
| 6 | Calm III | 3 targets | 1 min / level | 100 feet |
| 7 | Calm IV | 4 targets | 1 min / level | 100 feet |
| 8 | Golden Slumbers* | 1 target | varies | 50 feet |
| 9 | Calm V | 5 targets | 1 min / level | 100 feet |
| 10 | Binding* | 1 target | varies | 50 feet |

01 - Calm 1 (F, RF10) - Target will take no aggressive / offensive action, and will fight only if attacked.
02 - Calm 2 (F, RF10) - As Calm 1, except two targets may be affected. Both must be in the caster’s field of vision when the spell is cast.
03 - Hold Kind (F, RF15) - Any on being may be held to 25% of normal activity for as long as the caster concentrates.
04 - Long Calm (F, RF10) - As Calm 1, Except that the range is 300 feet.
05 - Stunning (F*, RF25) - Caster points his are (elbow locked and fist clenched) at the target and channels raw power from this deity. Target is stunned for 1 round per 10 point failure of Resistance Roll.
06 - Calm 3 (F, RF10) - As Calm 2, except 3 targets may be affected.
07 - Calm 4 (F, RF10) - As Calm 2, except 4 targets may be affected.
08 - Golden Slumbers (F*, RF25) - As Stunning, except target falls into a deep sleep for 1 round per 10 point failure of Resistance Roll.
09 - Calm 5 (F, RF10) - As Calm 2, except 5 targets may be affected.
10 - Blinding (F*, RF25) - As Stunning, except target is blinded for 10 minutes per 10 point failure of Resistance Roll.
Direct Channeling
Direct Channeling
|
Area of Effect |
Duration |
Range |
||
| 1 | Preservation I | 1 body | 1 hour / level | 10 feet |
| 2 | Intuitions I | self | --- | self |
| 3 | Dream I | self | --- | self |
| 4 | Lifekeeping I | 1 body | 1 hour / level | 10 feet |
| 5 | Intuitions III | self | --- | self |
| 6 | Death's Tale | 1 body | 1 day / level | 10 feet |
| 7 | Preservation II | 1 body | 1 day / level | 10 feet |
| 8 | Intuitions V | self | --- | self |
| 9 | Dreams III | self | --- | self |
| 10 | Lifekeeping II | 1 body | 1 day / level | 10 feet |

01 - Preservation 1 (U, RF5) - Caster can preserve a body, preventing any further deterioration or damage (e.g., bleeding, cell breakdown, decomposition, etc.). A coma results if the target is still alive; the spell will not prevent death (i.e., the target’s soul leaving the body).
02 - Intuitions 1 (I, RF10) - Caster gains a vision of what will probably happen in the next minute if he takes a specified action.
03 - Dream 1 (I, RF5) - Caster has a dream relating to a topic he chooses. He must sleep or meditate for at least 8 hours.
04 - Lifekeeping 1 (U, RF20) - Caster can prevent the soul of a “dead” body from leaving, thus preventing actual death and enabling the fallen to regain health via simple bodily repairs (Preservation is required to preserve the body). Lifekeeping must be cast upon the target within 2 minutes (12 rounds) of “death” or the soul will leave the body. Returning a soul to a body would be a 12th level (or higher) spell.
05 - Intuitions 3 (I, RF10) - As Intuitions 1, except the time span is 3 minutes.
06 - Death’s Tale (I, RF5) - Caster gets a vision of the events surrounding the death of any 1 dead being though the eyes of the deceased. He also gets a view of the killer. Corpse must have died within the number of years equal to the caster’s level.
07 - Preservation 2 (U, RF5) - as Preservation 1, except the duration is 1 day per level.
08 - Intuitions 5 (I, RF10) - as Intuitions 1, except the duration is 1 day per level.
09 - Dreams 3 (I, RF5) - As Dreams 1, except the limit is 3 dreams per 8 hours. They may concern different topics.
10 - Lifekeeping 2 (U, RF20) - As Lifekeeping 1, except that the duration is 1 day per level.
Blood Ways
Blood Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Clotting I | 1 target | permanent | touch |
| 2 | Cut Repair I | 1 target | permanent | touch |
| 3 | Minor Vessel Repair | 1 target | permanent | touch |
| 4 | Clotting V | 1 target | permanent | touch |
| 5 | Cut Repair III | 1 target | permanent | touch |
| 6 | Major Vessle Repair | 1 wound | permanent | touch |
| 7 | Joining* | 1 limb | permanent | touch |
| 8 | Blood Transfusion | 1 target | permanent | touch |
| 9 | Mass Clotting | 1 target | permanent | touch |
| 10 | Mass Cut Repair | 1 target | permanent | touch |

01 - Clotting 1 (U, RF5) - Target’s blood loss (hits per round) is reduced by one. For one hour he may not fight or move faster than a walking pace without reopening wound, and thus taking the blood loss again.
02 - Cut Repair 1 (U, RF5) - Target’s blood loss (hits per round) is reduced by one.
03 - Minor Vessel Repair (U, RF5) - Target’s blood loss (hits per round) is reduced by three. This reflects the repair of minor blood vessels, but will not affect the damage to major arteries or veins (bleeding from one wound totalling 5 hits per round or more).
04 - Clotting 5 (U, RF5) - as Clotting 1, except that target’s blood loss (hits per round) is reduced by five.
05 - Cut Repair 3 (U, RF5) - As Cut Repair 1, except that target’s blood loss is reduced by three.
06 - Major Vessel Repair (U, RF5) - Repairs all damage to any on artery or vein (bleeding from a single wound totalling 5 hits per round is major vessel damage).
07 - Joining (U*, RF5) - When cast with the Joining spells on the other two healing lists (Bone/Muscle Ways and Organ Ways), caster can reattach on severed limb. Recovery time 1 to 10 days.
08 - Blood Transfusions (U, RF5) - The caster can transfer a half pint of blood from a willing (or unconscious) blood donor to another character (who has taken bleeding damage, i.e. hits per round). The caster must place on hand on the donor and his other hand on the wounded character. Each half pint transfer will remove 50 hits from the character. The donor will be at -20 to his activity for12 hours. A character may not both be donor and receive a transfusion within 12 hours.
09 - Mass Clotting (U, RF5) - As Clotting 1, except the target’s blood loss (hits per round) is reduced by an equal amount to the caster’s level.
10 - Mass Cut Repair (U, RF5) - As Cut Repair 1, Except that the target’s blood loss (hits per round) is reduced by an amount equal to the caster’s level.
Bone/Muscle Ways
Bone/Muscle Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Sprian Repair | 1 sprain | permanent | touch |
| 2 | Minor Fracture Repair | 1 break | permanent | touch |
| 3 | Muscle Repair | 1 muscle | permanent | touch |
| 4 | Cartliage Repair | 1 joint | permanent | touch |
| 5 | Tendon Repair | 1 tendon | permanent | touch |
| 6 | Major Fracture Repair | 1 break | permanent | touch |
| 7 | Joining* | 1 limb | permanent | touch |
| 8 | Jaw Repair | 1 jaw | permanent | touch |
| 9 | Skull Repair | 1 skull | permanent | touch |
| 10 | Joint Repair | 1 joint | permanent | touch |

01 - Sprain Repair (U, RF5) - Repair on sprain.
02 - Minor Fracture Repair (U, RF5) - Mend one simple fracture (not compound fractures, shatters, joint damage, or skull damage). Recovery time 1 to 10 hours.
03 - Muscle Repair (U, RF5) - Repairs on damaged muscle (not organs such as the heart). Recovery time 1 to 10 hours.
04 - Cartilage Repair (U, RF5) - Repairs all damaged cartilage around one joint. Recovery time 1 to 10 hours.
05 - Tendon Repair (U, RF5) - Repairs one damaged tendon or ligament. Recovery time 1 to 10 hours.
06 - Major Fracture Repair (U, RF5) - Mends one simple or compound fracture (not shatters, joint damage, or skull damage). Recovery time 1 to 10 hours. Alternatively, this spell can be used to repair a minor fracture with a recover time of zero.
07 - 7. Joining (U*, RF5) - When cast with the Joining spells on the other two healing lists (Blood Ways and Organ Ways), caster can reattach on severed limb. Recovery time 1 to 10 days. If used alone, this spell can reset a dislocated joint and repair the damage that the dislocation caused.
08 - Jaw Repair (U, RF5) - This spell can repair any jaw or tooth damage except for a shattered jaw. This included tooth damage such as : cavities, abscesses, and cracked or chipped teeth. If a tooth is knocked out or shattered, this spell will make it whole if most of the tooth can be recovered.
09 - Skull Repair (U, RF5) - Mends any one skull fracture (not shattered areas). Recovery time 1 to 10 hours.
10 - Joint Repair (U, RF5) - Repairs one damaged joint (not shattered joints). Recovery time 1 to 10 days.
Organ Ways
Organ Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Nasal Repair | 1 nose | permanent | touch |
| 2 | Minor Nerve Repair | 1 area | permanent | touch |
| 3 | Minor Ear Repair | 1 ear | permanent | touch |
| 4 | Minor Eye Repair | 1 eye | permanent | touch |
| 5 | Major Nerve Repair | 1 area | permanent | touch |
| 6 | Major Ear Repair | 1 ear | permanent | touch |
| 7 | Joining* | 1 limb | permanent | touch |
| 8 | Major Eye Repair | 1 eye | permanent | touch |
| 9 | Nerve Repair True | 1 area | permanent | touch |
| 10 | Organ Repair | 1 organ | permanent | touch |

01 - Nasal Repair (U, RF5) - Repairs any nose damage short of complete nose loss. Can repair a nose lost to frostbite.
02 - Minor Nerve Repair (U, RF5) - Repairs any minor nerve damage in 1 area. Recovery time 1 to 10 hours.
03 - Minor Ear Repair (U, RF5) - Repairs any external ear damage, including ear loss (regeneration takes 1 to 10 hours).
04 - Minor Eye Repair (U, RF5) - Repairs any minor eye damage (e.g., corneal scratch, detached retina, or removal of foreign object).
05 - Major Nerve Repair (U, RF5) - As Minor Nerve Repair, except that it repairs any one area of major nerve damage. Recovery time 1 to 10 hours.
06 - Major Ear Repair (U, RF5) - As Minor Ear Repair, except that it repairs any one area of major nerve damage. Recovery time 1 to 10 hours.
07 - Joining (U, RF5) - When cast with the Joining spells on the other two healing lists (Blood Ways and Bone/Muscle Ways), caster can reattach on severed limb. Recovery time 1 to 10 days.
08 - Major Eye Repair (U, RF5) - As Minor Eye Repair, Except that it repairs any eye damage (e.g., a slash critical) short of complete eye loss.
09 - Nerve Repair True (U, RF5) - As Major Nerve Repair, except that recovery is instantaneous.
10 - Organ Repair (U, RF5) - Repairs damage to one organ that has not been completely destroyed. Recovery time 1 to 10 hours. Does not affect the brain.
Animal Mastery
Animal Mastery
|
Area of Effect |
Duration |
Range |
||
| 1 | Animal Sleep | 1 animal | 1 min / level | 100 feet |
| 2 | Cloaking | self | 1 min / level | self |
| 3 | Summons I | --- | 1 min / level | 100 feet |
| 4 | Animal Tongues | self | 1 min / level | self |
| 5 | Animal Mastery | 1 animal | concentration | 100 feet |
| 6 | Animal Summons | --- | varies (c) | 100 feet |
| 7 | Animal Location | 1 mile radius | --- | 1 mile |
| 8 | Befriending | 50 feet radius | concentration | self |
| 9 | Animal Empathy | 1 animal | concentration | 100 feet |
| 10 | Summons V | --- | varies (c) | 100 feet |

01 - Animal Sleep (F, RF15) - Puts an animal to sleep. Will not affect enchanted creatures or “intelligent” creatures. For these purposes, an animal is a creature of limited intelligence, operating primarily through training or instinct.
02 - Cloaking (E, RF10) - Allows caster to blend into surrounding terrain and become undiscoverable by animals. Gives a +30 bonus to Hide maneuvers against non-animals.
03 - Summons 1 (F, RF25) - Caster can summon a first level non-intelligent creature who will remain for one minute and then disappear (no Resistance Roll is involved). The caster can control the creature when he concentrates (no Resistance Roll is involved). The general type of creature can be specified by the cater but exactly what the creature is should be determined randomly (e.g., the caster could specify “four legged, hooved” and could get a zebra, horse, camel, etc.).
04 - Animal Tongues (I, RF1) - ) Caster gains knowledge of any on animal language (a member of the species must be within 100 feet) for the duration of the spell. For this purpose, animal languages include any forms of communication.
05 - Animal Mastery (F, RF20) - allows caster to control the actions of any one animal when he concentrates.
06 - Summons 3 (F, RF25) - As Summons 1, except caster can summon a 3rd level creature for 1 minute or a 1st level for 3 minutes or 3 x 1st level for 1 minute or etc. in other words, the sum total of the level times minutes of all creatures cannot exceed 3.
07 - Animal Location (P, RF5) - Caster can locate members of any one species of animal, or he can find out what species are in the area.
08 - Befriending (P, RF10) - All animals within 50 feet will act friendly towards caster; however, the caster does not control them.
09 - Animal Empathy (P, RF10) - Caster can understand and visualize the thoughts and emotions of any one animal.
10 - Summons 5 (F, RF25) - As Summons 3, except the sum total cannot exceed 5.
Plant Mastery
Plant Mastery
|
Area of Effect |
Duration |
Range |
||
| 1 | Plant Lore | 1 lant | --- | touch |
| 2 | Plant Tongues | self | 1 min / level | self |
| 3 | Instant Harbal Cuers | 1 herb | --- | touch |
| 4 | Herb Mastery | 1 herb | permanent | touch |
| 5 | Plant Location | 1 mile radius | --- | 1 mile |
| 6 | Herb Cleansing | 1 herb | permanent | 10 feet |
| 7 | Speed Growth | 10 feet radius | 1 day | 10 feet |
| 8 | Herb Production | 1 herb | permanent | touch |
| 9 | Plant Growth | 1 plant | permanent | touch |
| 10 | Plant Control | 1 plant | 1 min / level | 100 feet |

01 - Plant Lore (I, RF1) - Caster can learn the nature and history of any on plant that he touches. For a complete plant or more than half of a plat, this information is automatically obtained. However, for less than half of a plant (e.g., a leaf, a berry, a nut, etc.) the chance of getting this information is only equal to (5% times the caster’s level). A spell user may only cast this spell once for a give n plant (i.e., only one roll for less than half a plant).
02 - Plant Tongues (I, RF1) - Caster gains knowledge of any on plant language (a member of the species must be within 100 feet) for the duration of the spell.
03 - Instant Herbal Cures (U, RF5) - Allows caster to cause any one herb to become capable of being applied taking effect instantly. When the herb is subsequently used, its benefits / dangers will be immediately felt.
04 - Herb Mastery (U, RF5) - Allows caster to double the potency of any one herb (growing or dead). Spell may be employed but once per dose of herb. It must be cast immediately before the herb is used. It can be cast on a half a dose at a time in order to get the effect of a full dose.
05 - Plant Location (P, RF10) - Caster can locate members of any one species of plant, or he can find out what species are in the area.
06 - Herb Cleansing (U, RF5) - allows caster to remove any harmful poisons, by-products, or side effects from one dose of herbs.
07 - Speed Growth (U, RF10) - Allows caster to increase speed of growth of any on species of plat within the radius of effect by times 100 (e.g., all of the grass in a 10 feet radius).
08 - Herb Production (U, RF10) - Allows caster to grow a herb by planting the proper seed. The resulting herb is sterile and takes 1 to 10 rounds to grow.
09 - Plant Growth (U, RF10) - Allows caster to double the size of any on plant: requires 1 day growth. If the plant is not already fully mature, it will achieve twice its normal size when it does reach full maturity.
10 - Plant Control (F, RF20) - Caster can control the automatic and / or mental process of any one plant. Caster can also control the plant’s movement if the plant is capable of movement.
Purifications
Purifications
|
Area of Effect |
Duration |
Range |
||
| 1 | Purift Food / water | 1 foot radius | --- | 10 feet |
| 2 | Detect Disease | 5 feet radius | 1 min / level (c) | 100 feet |
| 3 | Disease Purification | 1 target | permanent | 10 foot |
| 4 | Detect Poison | 5 feet radius | 1 min / level (c) | 100 feet |
| 5 | Poison Purification | 1 target | 1 min / level | 10 feet |
| 6 | Disease Resistance | 1 target | 1 min / level | 10 feet |
| 7 | Poison Resistance | 1 target | 1 min / level | 10 feet |
| 8 | Neutralize Disease | 10 feet radius | permanent | 10 feet |
| 9 | Neutralize Poison | 10 feet radius | permanent | 10 feet |
| 10 | Mental Cures | 1 target | permanent | 10 feet |

01 - Purify Food & Water (U, RF5) - Eliminates any disease or poison in any food and water within the radius. Special or magical diseases or poisons may be given Resistance Rolls if they are powerful enough.
02 - Detect Disease (P, RF5) - Detects any disease or source of disease; each round caster can concentrate on any on 5 foot radius area within the range.
03 - Disease Purification (U, RF5) - Stops the spread of disease (including infection) already in the body of one target/ Thus no further damage due to the disease will occur in the target’s body.
04 - Detect Poison (P, RF5) - As Detect Disease, except that only poison is detected.
05 - Poison Purification (U, RF5) - Neutralizes any one poison in the system of on target. Damage already sustained is not cured.
06 - Disease Resistance (U, RF5) - Target gets an additional Resistance Roll against diseases (i.e., 2 Resistance Rolls may be rolled; the one which is more favourable for the target is used).
07 - Poison Resistance (-, RF--) - (As Disease Resistance, except that target gets an additional Resistance Roll against poisons rather than disease.
08 - Neutralize Disease (U, RF5) - All diseases in a 10 foot radius are neutralized (i.e., sterilized and destroyed).
09 - Mental Cures (U, RF5) - Target is cured of any on mental disease (i.e., neuroses, paranoia, phobias, psychoses, etc.). Complete recovery takes 1 to 50 days.
10 - Telepathy (P, RF10) - .
Creations
Creations
|
Area of Effect |
Duration |
Range |
||
| 1 | Sustain Self | self | 1 day | self |
| 2 | Airwall | 10ft x 10ft x 3ft | C or 1 min / lvl | 50 feet |
| 3 | Water Production | --- | permanent | --- |
| 4 | Food Production | --- | permanent | --- |
| 5 | Waterwall | 10ft x 10ft x 1ft | C or 1 min / lvl | 50 feet |
| 6 | Woodwall | 10ft x 20ft x 2ins | c or 1 min / lvl | 50 feet |
| 7 | Earthwall | 10ft x 10ft x 2ft | C or 1 min / lvl | 50 feet |
| 8 | Icewall | 10ft x 10ft x 1.5ft | permanent | 50 feet |
| 9 | Nurtient Conjurers | --- | permanent | 10 feet |
| 10 | Barrier Pit | 500 - 1000Cu feet | permanent | 50 feet |

01 - Sustain Self (U, RF5) - Caster receives all necessary nutrition and water for 1 day.
02 - Airwall (E, RF30) - Creates a transparent 10 foot by 10 foot by 3 foot wall of dense churning air. All movement through it requires a maneuver roll with a -25 modification. Attacks through it are modified by -50. Duration is 1 minute per level or as long as the caster concentrates (whichever is longer).
03 - Water Production (E, RF10) - Caster can produce sufficient water in any available receptacle to supply any person in one day.
04 - Food Production (E, RF10) - Caster can produce sufficient food from the surrounding area to feed on hearty appetite for one day. If the food is not consumed within 24 hours of when it is produced, it will go bad.
05 - Waterwall (E, RF30) - Creates a 10 foot by 10 foot by 1 foot wall of water, all movement though requires a maneuver roll modified by – 40. Attacks through it are modified by -80. It must be affixed to a solid or liquid surface. Duration is 1 minute per level or as long as the caster concentrates (whichever is longer).
06 - Woodwall (E, RF30) - Creates a wall of wood up to 10 foot by 20 foot by 2 inches, its weight must rest on a solid surface. It can be burned though (50 hits for a 2 food radius hole) or chopped through (20 man-rounds) or it may be toppled if on end is not against a wall (other than the supporting surface) Duration is 1 minute per level or as long as the caster concentrates (whichever is longer).
07 - Earthwall (E, RF30) - As Woodwall, except the wall is up to 10 foot by 10 foot by (3 foot at base, 1 foot at top) of packed earth. It can be dug through at the top in 10 man-rounds.
08 - Icewall (E, RF30) - As Woodwall, except wall is up to 10 foot by 10 foot by (2 foot at base, 1 foot at top). It can be melted though (100 hits of fire damage) or chipped though (50 man-rounds) or toppled if not against a wall. The duration is permanent (i.e., it last until it melts normally).
09 - Nutrient Conjures (F, RF10) - Caster can produce 1 loaf of way bread that weights 2 oz. and will support 1 being for 1 day. The loaf will lose potency in 1 month.
10 - Barrier Pit (E, RF40) - Opens a pit (500 cubic feet in stone or 1000 cubic feet in earth or ice). The entire pit must be within 50 feet of the caster.
Path Mastery
Path Mastery
|
Area of Effect |
Duration |
Range |
||
| 1 | Pathlore | 10 feet radius | --- | self |
| 2 | Trap Detection | 5 feet radius | 1 min / level (c) | 10 feet |
| 3 | Tracking | self | concentration | self |
| 4 | Path Tale | self | --- | self |
| 5 | Pathfinder I | 1 mile radius | concentration | 1 mile |
| 6 | Tracks Lore | --- | --- | touch |
| 7 | Detect Ambush | 50 feet radius | 10 min / level | self |
| 8 | Passing Lore | --- | --- | touch |
| 9 | Pathfinder V | 5 mile radius | concentration | 5 miles |
| 10 | Animal Tongues | self | 1 min / level | self |

01 - Pathlore (I, RF5) - Caster acquires a visual image of the nearest destination in both direction along any one path upon which he stands. For this purpose, a destination is any man-made structure (bridge, house, castle, town, gate, door, etc.) or physical barrier (the end of the path, a ford, a crossroads, a chasm, etc.).
02 - Trap Detection (P, RF5) - Caster has a 75% chance of detecting any outdoor trap within the 5 foot radius concentrated upon. A different 5 foot radius may be chosen each round.
03 - Tracking (U, RF5) - Caster gets a +50 bonus for Track maneuvers.
04 - Path Tale (I, RF5) - Caster acquires visual image of any user(s) of a given path within a period of up to 1 hour per level.
05 - Pathfinding 1 (I, RF5) - Caster gets a mental diagram of the location and routes of any and all paths within a 1 mile radius. This spell can only be used outdoors.
06 - Tracks Lore (I, RF5) - Caster acquires a visual image of the being that left a particular set of tracks. Provides +25 bonus for tracking the being that left the tracks.
07 - Detect Ambush (P, RF5) - Allows caster to detect any hostile beings within a 50 foot radius. Provides direction, but no the distance to danger.
08 - Passing Lore (I, RF5) - Caster acquires a visual and aural (sound) image of all beings who have passed within a 50 food radius of the object he touches within a period of up to 1 hour per level.
09 - Pathfinding 5 (I, RF5) - As Pathfinding 1, except the area of effect is a 5 mile radius.
10 - Animal Tongues (I, RF1) - Caster gains knowledge of any one animal language (a member of the species must be within 100 feet) for the duration of the spell.
Moving Ways
Moving Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Stonerunning | self | 1 min / level | self |
| 2 | Limbwalking | self | 1 min / level | self |
| 3 | Swimming* | self | 5 min / level | self |
| 4 | Sandrunning | self | 1 min / level | self |
| 5 | Waterwalking | self | 1 min / level | self |
| 6 | Limbrunning | self | 1 min / level | self |
| 7 | Traceless Passing | self | concentration | self |
| 8 | Track Hiding | --- | concentration | 50 feet |
| 9 | Waterrunning | self | 1 min / level | self |
| 10 | Swimming True* | self | 5 min / level | self |

01 - Stonerunning (U, RF5) - Allows caster to run on stone surfaces angled up to up to 75 degrees as if he were on level ground.
02 - Limbwalking (U, RF5) - Allows caster to walk along nearly horizontal tree limbs (that can support the weight) as if he were on level ground.
03 - Swimming (U*, RF5) - Enables target to swim without tiring or expending energy.
04 - Sandrunning (U, RF5) - As Stonerunning, except caster can run on sandy surfaces as if they were firm ground.
05 - Waterwalking (U, RF5) - Allows caster to walk on water as if he were on level dry ground. Maneuver rolls may be required on rough water.
06 - Limbrunning (U, RF5) - As Limbwalking, except caster can run along limbs.
07 - Traceless Passing (U, RF5) - As long as the caster concentrates, he can walk without leaving tracks or other visible signs of his passing.
08 - Track Hiding (U, RF5) - As Traceless Passing, except that the caster can also hide tracks of any one other being whose track he follows.
09 - Waterrunning (U, RF5) - As Waterwalking, except caster can run on water.
10 - Swimming True (U*, RF5) - As Swimming, except target can swim as fast as he could run.
Nature's Guises
Nature's Guises
|
Area of Effect |
Duration |
Range |
||
| 1 | Hues | self | 1 min / level | self |
| 2 | Shade | 100 feet radius | 10 min / level | touch |
| 3 | Freeze | 1 cu foot / rnd | concentration | 10 feet |
| 4 | Silent Moves | self | 1 min / level | self |
| 5 | Self Cloaking | self | concentration | self |
| 6 | Light | 10 feet radius | 10 min / level | touch |
| 7 | Darkness | 10 feet radius | 10 min / level | touch |
| 8 | Shadow | self | 1 hour / level | self |
| 9 | Plant Facade | self | 1 min / level | self |
| 10 | Blank Thoughts | self | concentration | self |

01 - Hues (E, RF5) - Caster and equipment within 1 foot of his body takes on the physical coloration of an organic object he chooses and is in contact with. Gives a +50 bonus to Hide maneuver attempts.
02 - Shade (E, RF5) - All shadows and darkness in a 100 foot radius around the point touched deepen, aiding Hide maneuvers by +25.
03 - Freeze (E, RF5) - Any inanimate liquid (1 cubic foot per level) can be cooled to freezing at a rate of 1 cubic foot per round of concentration (temp. Cannot be lower than -30 degrees F).
04 - Silent Moves (E, RF5) - Caster can move silently, so long as he does not create a sound originating more than 1 food from his body (e.g., slamming a door, hitting 4 foot long branch, etc.).
05 - Self Cloaking (E, RF5) - As long as he does not move (he may make small movements such as breathing and flexing muscles), the caster blends into surrounding terrain, and adds +75 to Hide maneuvers.
06 - Light (E, RF10) - Lights a 10 foot radius area about the point touched.
07 - Darkness (E, RF10) - as Light, except that a 10 foot radius of darkness results. It is the equivalent of dark, moonless night.
08 - Shadow (E, RF10) - Caster and equipment within 1 foot of his body appear to be a shadow and thus become almost invisible in dark and shadowy areas.
09 - Plant Façade (E, RF10) - Caster can appear to be as any on type of plant, but effect is purely visual. Caster will not change size and will not smell or feel like the plant.
10 - Blank Thoughts (U, RF1) - As long as caster concentrates, his mental patterns will appear to be those of a local animal that he chooses. This will deceive detections spells such as Presence.
Nature's Ways
Nature's Ways
|
Area of Effect |
Duration |
Range |
||
| 1 | Water Finding | 1 mile radius | --- | self |
| 2 | Fire Starting | 1 foot radius | permanent | touch |
| 3 | Heat Resistance * | self | 1 min / level | self |
| 4 | Cold Resistance * | self | 1 min / level | self |
| 5 | Food Finding | 1 mile radius | --- | self |
| 6 | Sterilization | 1 cu foot / lvl | --- | touch |
| 7 | Shelter Finding | 1 mile radius | --- | self |
| 8 | Lesser Traps | varies | permament | touch |
| 9 | Weather Prediction | 1 mile radius | --- | self |
| 10 | Nature's Awareness | 100 feet radius | concentration | self |

01 - Water Finding (I, RF1) - Locates all sources of running surface water, exposed groundwater, etc. exceeding 1 gallon. Caster learns approximate size and quality of sources.
02 - Fire Starting (F, RF5) - Causes any wood (or any inanimate organic material) that the caster chooses within 1 foot of caster’s palm to ignite and start burning (if it will ignite at a temperature less than or equal to that of wood).
03 - Heat Resistance (U*, RF5) - Protects caster from natural het up to 200 degrees F and adds +20 to Resistance Roll versus heat or -20 versus elemental fire attacks.
04 - Cold Resistance (U*, RF5) - Protects caster from natural cold to -20 degrees F and adds +20 to Resistance Roll versus cold or -20 versus elemental cold attacks.
05 - Food Finding (I, RF1) - Caster learns location, type and approximate quantity of all edible food sources (either dead animal matter, or any plant).
06 - Sterilization (E, RF5) - Sterilizes up to 1 cubic foot per level of any inanimate solid or liquid. That is, it eliminates living creatures smaller than 0.25 inches in length, but it will not affect larger creatures in inanimate poisons or other material.
07 - Shelter Finding (I, RF1) - Caster leans location, type, and approximate size of closest waterproof, covered space exceeding 125 cubic feet. Shelter must have an entry exceeding 2 foot radius bordering on open air.
08 - Lesser Traps (U, RF10) - Caster can construct a minor outdoor trap in 1 minute. This trap can deliver a ‘B’ critical hit to any one person (e.g., a shallow spiked pit, a snare that mangles the victim, etc.).
09 - Weather Prediction (I, RF1) - Allows 95% chance of predicting time, nature and severity of weather over the next 24 hr. period.
10 - Nature’s Awareness (I, RF5) - Allows caster to monitor animate activity in the area (i.e., movement, combat, and maneuvers). This spell may only be used if the radius of effect contains plants and / or animals.
Herbs
Bone Repair Herbs
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| Arfandas stem / apply - 2sp Doubles rate of healing for fractures. |
Bursthelas stalk/brew - 110gp Repairs shattered bones and joints. |
Edram moss/ingest - 31gp Mends bone. |
Burn and Exposure Relife
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| Aloe leaf / apply - 5bp Double healing rate for burns and minor cuts. |
Culkas leaf / apply - 35gp Heals 10 sqaure feet of burns. |
Jojojopo leaf / apply - 9sp Cures frostbite. Heals 2-20 hits resulting from cold. |
Kelventari berry / apply - 19gp Heals 1st and 2nd degree burns, and 1-10 hits resulting from heat. |
Circulatory Repair
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| Anserka root / apply - 75gp Stops bleeding by clotting and sealing wounds. Takes 3 rounds to take effect. Patient cannot move for 5 minutes without wound reopening. |
Belan nut / ingest - 40gp Stops any bleeding. Takes 1-10 rounds to take effect. Pateint cannot move for 1 hour without wound reopening. |
Harfy resin / apply - 150gp Immediatley stops any form of bleeding. |
Concussion Relief
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| Arlan leaf / apply - 13sp Heals 4-9 hits. |
Darsurion leaf / apply - 3sp Heals 1-6 hits. |
Draaf leaf / ingest - 5sp Heals 10 hits. |
Gariig cactus / ingest - 55gp Heals 30 hits. |
Gefnul lichen / ingest - 90gp Heals 100 hits. |
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| Mirenna berry / ingest - 10gp Heals 10 hits. |
Rewk nodule / brew - 9sp Heals 2-10 hits. |
Thurl clove / brew - 1sp Heals 1-4 hits. |
Winclamit fruit / ingest - 100gp Heals 3-300 hits. |
Yavethalion fruit / ingest - 45gp Heals 5-50 hits. |
Genral Purpose Herbs
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| Arkasu sap / apply - 12gp Heals 2-12 hits. Doubles rate of healing for major wounds. |
Arthond root / ingest - 5bp Decongestant. Adds 20 to resistance vs common cold. Speeds recovery from respiratory illness by 5x. |
Athelas leaf / brew - 200gp Capable of curing anything while patient is still alive, but healing only as effective as the healer. Full effect only in the hands of an "ordained" king. |
Attanar moss / apply - 8gp curers fever. |
Delrean bark/apply - 3sp Repels any insect. Smells foul. |
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| Felmather leaf / ingest - 105gp Allows a mental summons of one "friend". Range 200x users level. Relives coma. |
Menelar cone / brew - 65gp Cures any non-mental disease. |
Melandar moss / brew - 12sp Adds 10 to Resistance Rolls against disease for 1-10 days. |
Ulnazza leaf / ingest - 450gp anitidote to any poison if taken within on day. |
Ur nut / ingest - 3gp One day's nutrition. |
Life Preservation
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| Degiik leaf / ingest - 100gp Lifekeeping (1 day). |
Oiolousse clove / ingest - 600gp Lifegiving for elves, if given within 7 days of death. |
Olvar flower / ingest - 200gp Lifekeeping (2-10 days). |
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| Pargen berry / ingest - 800gp Livegiving, if given within 4 days. |
Pathur nodule / inhest - 35gp Lifekeeping (1 hour). |
Tyr-fira leaf / ingest - 1200gp Livegiving, if given within 56 days. |
Mind Alteration
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| Olvar root / brew - 4sp Causes sleep and quick unconsciousness. One hour's sleep equals 4. Addictive if used too often. Withdrawal = sleeplesness. |
Olvar flower / ingest - 9gp Euphoric. Allows for shared dreams with a family member. Very addictive. |
Olvar leaves / ingest - 10gp Euphoric stimulant / hallucinogen (dry, crush, inhale). +10 to user's PR for 2 hours then -50 to activity for 1-10 hours. |
Olvar flower / ingest - 67gp Hallucinogen. Cures mind loss and mental diseases, but prevents movement for 1-10 weeks. |
Olvar leaf / brew - 9sp Euphoria (-50 to activity) for 1 hr. Yields 1 day's nutrition. |
Muscle, Cartilage, & Tendon Repair
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| Olvar leaf / apply - 6bp Doubles rate of healing for ligament, cartilage, muscle damage. |
Olvar stalk / brew - 30gp Mends muscle damage. |
Olvar spine / brew - 28gp Heals cartilage damage. |
Olvar flower / ingest - 22gp Repairs sprains. |
Nerve Repair
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| Olvar lichen / brew - 60gp Repairs nerve damage. |
Olvar leaf / apply - 2gp Doubles rate of healing for verve damage. |
Organ Repair & Preservation
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| Aldaka root / brew - 102gp Restores sight. |
Berterin moss / brew - 19gp Preservation of organic material up to body size for 1 day. |
Febfebdu root / brew - 90gp Restores hearing. |
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| Siran clove / ingest - 80gp Restoration of 1 organ. Side effects: skin disease (PR reduced to 10% normal). |
Sirirna grass / apply - 70gp Preservaion of organic material upto body size for 1 week. |
Tarnas nodule / brew - 220gp Repairs organ damage. |
Physical Alterration & Enhancement
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| Atigax root / brew - 40gp Protects eyes in intense light or glare. Allows sight despite sudden or bliding light. Lasts 9 hours. |
Breldair flower / ingest - 25gp Subtracts 30 from maneuver and melee. Adds 50 to spells and missle attacks. Euphoria. Last 1 hour. |
Gylvir algae / ingest - 45gp Allows one to breath under water (only) for 4 hours. |
Kathkusa leaf / ingest - 50gp 2x strength (1-10 rnds) +10 to Obs; doubles hits given to foes. |
Kilmakur root / brew - 65gp Protects verses flame and heat for 1-10 hrs. |
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| Klagul bud / brew - 27gp Allows sight like an Elf's (6 hrs). |
Megillos leaf / ingest - 12sp Increases visual perception (range and power) for 10 minuets. |
Yaran pollen / ingest - 9sp acute smell and taste (1 hr). |
Zulsendura mushroom /ingest - 70gp Haste (3 rounds). |
Zur fungas / brew - 12gp Enhances smell and hearing (1 hr). |
Stat Modifiers
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| Lestagii bud / ingest - 520gp Restores any one stat loss other than those due to age. |
Merrig thorn / brew - 2gp Daily use increases PR and AP by 5. Effect occurs after 10 days use and addiction results after 2 weeks. Interruption of use and withdrawal means loss of 10 from CO, 5 from IG, and the 5 from PR and AP. |
Stun Relife
(can be consumed before hand, but % chance of failure is equal to the # of minutes since consumption)![]() |
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| Suranie berry / ingest - 2gp Stun relife (1 rnd). |
Vinuk root / brew - 12sp Keeps 10 days. Stun relife (1-10 rounds). |
Witan leaf / ingest - 12gp Relieves 2 rounds of stun effects. |
Diseases
Diseases
(Level is the attack level)![]() |
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| Angurth fleas - (lvl 2) Slow and painful death |
Bukandas certain wolves - (lvl 4) Servere asthma. |
Grelnixar Vrel plant - (lvl 8) Running death. Whenever able, the victum will run. |
Igturfas certain snakes - (lvl 5) Feeblemindedness. IG drops by 20. |
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| Jadaras Janar grass - (lvl 2) Agility drops by 5. |
Shutinis Hultif bugs - (lvl 3) Insanity. |
Vemaak certain hornets - (lvl 7) Hearing loss. |
Poisons
Poisons
(Level is the attack level)![]() |
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| Acaana flower/paste - 600gp - lvl 10 Kills instantly. |
Asp venom asp/paste - 23gp - lvl 5 Loss of limb struck. |
Dynallca leaf/paste - 14gp - lvl 3 Destroys hearing and gives 10 hits. |
Galenaana leaf/powder - 179gp - lvl 9 Kills Elves; puts others into a coma. |
Jegga bats/paste - 93gp - lvl 7 Gives 1-100 hits. |
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| Jitsu clams/liquid - 34gp - lvl 5 Gives 1-50 hits. |
Juth scorpian/liquid - 41gp - lvl 2 Causes gradual insanity. |
Karfar leaf/paste - 142gp - lvl 7 Kills in 2 -12 rounds. |
Kly berry/paste - 154gp - lvl 3 Gives 3-300 hits. |
Klytun root/paste - 53gp - lvl 5 Cause 1-10 day coma. |
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| Silmaana stalk/powder - 4gp - lvl 9 Scars skin and gives 2-20 hits |
Slota spider/paste - 36gp - lvl 5 Slow (1 day) paralysis and death |
Taynaga bark/powder - 27gp - lvl 8 Sterilizes and gives 5-50 hits. |
Uraana leaf/paste - 12gp - lvl 6 Gives 3-30 hits. |
Zaganzar root/liquid - 139gp - lvl 2 Blinds and gives 1-10 hits. |
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