merp
Common Man: The collection of racial types peopling the kingdoms of men. No
modifiers or pre-requisites.
Dunedain: Descendants of the Numenorians; tall, dark haired men with a lordly
bearing. Most now live as rangers in the former kingdom of Arnor. Many
dunedain possess subtle magical abilities, such as healing and divination,
perhaps due to the frequent mingling of their bloodlines with elves.
Hobbit: A rustic, portly race with nimble fingers and a love for song, food
and drink. Hobbits generally avoid adventures and their attendant discomforts,
but when riled can do the most extraordinary things.
Dwarf: A short, stocky, hirsute people possessed of a mercurial and often
surly disposition. Accomplished miners and creators of wonderful objects.
Ancient foes of almost every other people with whom they come in regular
contact.
Elf: The first-born people of middle earth, elves have a special connection to
the natural world, spirits and the gods. Strong willed but temperamental,
prone to melancholy and easily discouraged. Typically beautiful, tall, thin
and elegant in appearance, voice and movement. Elves violently hate all
servants of the enemy, have ancient enmity with dwarves, and are suspicious of
and avoid men. So, they spend a lot of time alone at parties.
Dunedain Healer
Dunedain Ranger
Comman Warrior
Dwarf Warrior
Elf Warrior
Elf Healer
Hobbit (burglar)
Magic
=====
Beasts (Wisdom): The character can command and call on natural, non-thinking
creatures.
Plants (Wisdom): Spells that command living trees, grasses and other plants,
causing them to bend, twist and animate or to commune with their mysterious
spirits.
Weather (Wisdom): Spells that control the spirits of natural rains and storms.
- Speak with Animals
- Animal Friendship
Charms (Charisma): Spells that influence the attitudes and emotions of other
thinking beings.
- Charm Person
- Hold person
- Sleep
Counter Spells (Intelligence): The character has learned to perform counter
spells to negate the spells of other sorcerers. This is a special magical
ability; rather than provide access to specific spells, the character is
presumed to know a wide range of incantations that negate or fend off the
influences of other spells. See chapters IX for details. In general, casters
may perform counter spells to prevent or negate the effects of any spell cast
at a level equal to or less than their character level.
Divination (Wisdom): The character can read the stars and other auguries to
tell the future or perceive things that are obscured by distance or
concealment.
- Detect Magic
- Read Magic / Languages
- Detect Chaos
- Detect Invisibility
- Locate Object
- Find Traps
Elvish Gift (Wisdom): Any elf is potentially capable of performing certain
relatively subtle acts of magic by virtue of their close spiritual connection
to Valinor. Any elf possessing this ability is able to attempt any relevant
spell having a spell level equal to or lower than their character level.
- Animal Friendship
- Detect Chaos
- Pass without trace
- ESP
Enchantment (Intelligence): The character is capable of spells that imbue
objects with magical powers – often permanently.
Illusions (Intelligence): Spells that change the perceptions of others,
creating visions, sounds and sensations according to the caster’s whim.
- Invisibility
- Phantasmal Force
Fire (Intelligence): Spells that command the spirits of fire, calling forth or
banishing flame, igniting natural objects, or hurling sorcerous fire.
- Light
- Resist Fire
Healing (Wisdom): Mastery of herbs, songs and chants that can heal physical
and spiritual injury and sickness.
- Cure Wounds
- Purify Food and Drink
- Cure Disease
Light of Valinor (Wisdom): The magician is capable of calling on the power of
Valinor to create light that will push back natural darkness and repel the
forces of the Enemy. This light may be literal visual illumination or
a spiritual presence or force (or both).
Protection (Intelligence): Spells of warding and enchantments to fend off
attacks and natural and supernatural threats.
- Bless
- Light
- Detect Chaos
- Detect Invisibility
- Protection from Chaos
- Purify Food and Drink
- Remove Curse
Sorcery (Intelligence): Spells that bend, break or twist inanimate things,
call forth forces that act on living beings, and otherwise bend the physical
world to the caster’s will. Such spells can be used for good (e.g., opening
a locked gate) or evil (crushing a foe’s bones).
- Hold Portal
- Magic Missile
- Knock
- Levitate
- Web
- Wizrd Lock
Necromancy (Charisma): Command of and communion with the spirits of the dead.
Most practitioners of this power are steeped in evil and slaves to Sauron’s
will. However, some powers of light have skill in necromancy as a means of
combating the Enemy.
The five common currencies are copper farthings (f),
silver pence (p), silver shillings (s), gold crowns (c)
and gold marks (m). These are interchangeable at
the following rates:
1 m = 6 c = 120 s = 1440 p = 5760 f
i.e., 1 crown = 20 shillings; 1 shilling = 12 pence;
and 1 pence = 4 farthings.
Agate: 2d6 p
Amber 3d6 p
Amethyst 2d6 s
Beryl 3d6 s
Coral 1d6 p
Diamond 3d6 m
Emerald 3d6 c
Jade 2d6 c
Jet 1d6 c
Opal 2d6 p
Pearl 1d6 c
Ruby 3d6 c
Safire 2d6 c
Balanced: a skilled user of this weapon
may elect to perform a parry/riposte
action (see Chapter VI).
Charge: +2 damage when used to
deliver a charge attack
Crushing: +1 to-hit vs. mail and plate
armor
Hacking: +1 to-hit roll vs. shields
Large: +1 to-hit vs. all armors
Reach: +2 to initiative in melee combat
Thrown: A hand weapon that can also be
used in a thrown attack
Grey Haven Elves leader Círdan, Lindon Elves. “Land of Singers”
Easterling “Wainriders” ride wagons
Middle Men Rohirrim Dalemen Breemen Others Dunlendings
Bree men
Bree hobbits Banks, Brockhouse, Longholes, Mugwort, Sandheaver, Tunnelly and Underhill.
Shire hobbits Tooks
Bucklander hobbits Brandybuck
Seven clans of Dwarf “Khazad“
Resistant fire, immune disease
Longbeards, Durin’s Folk, originally from Gundabad. Iron hills Blue mtn
Firebeards and Broadbeams, originally from Mt. Dolmed. Blue Mtn
Ironfists and Stiffbeards, originated in the East.
Blacklocks and Stonefoots, originated in the East.
Goblin 1/2-> orc
Orc 1hd -> orc
Hob/gnoll 2hd +2 morale-> Uruk-hai endure the Sun.
Ogre 4hd +2dmg -> Hill Troll
Troll 6+3hd +2dmg -> Cave Troll Moria huge size with a skin of dark green scales, and flat, toeless feet.
Troll 6+3hd +2dmg -> Stone Troll speak west westron like ones found by bilbo
Troll 6+3hd +2dmg -> Olog-hai very intelligent and able to endure the Sun. Warhammers black dark grey red eyes
Troll 6+3hd +2dmg -> Snow Troll turn to ice in sun
Giant 8+2hd 2d6dmg -> Mtn Troll larger than hill
Roc -> G. Eagle
Wight 4hd
Skeletons 1/2hd
Wolf
Warg
Bear
Boar
Spider
Insect Swarm
Werebear
Crow swarm
Snakes (south)
TA 1981 Fall of Moria Khazad-dum
TA 2475 Fall of Osgiliath Uruk-Hai first spotting
TA 2570-2589 War of the Dwarves and Dragons
TA 2747 Battle of Greenfields Orcs and Hobbits in Shire
TA 2758 Long Winter
TA 2770 Smaug sacks Erebor
TA 2790 Death of King Thror
TA 2793 Start of WotdaO
TA 2799 Orc Dwarf War ended with Battle of Azanulbizar
TA 2802 Dwarves establsh Thorin’s Halls
TA 2855 Haradrim attack gondor Crossings od Poros
TA 2911 Fell Winter
TA 2941 Attack on Dol Guldur by White Council
TA 2941 Battle of Five Armies
TA 2941 Restoration of Erebor
TA 2944 Establish Kingdom of Dale
TA 2989 Balin left Lonely Mountain to establish colony in Moria
TA 2994 Orcs wiped out Balin
TA 3018 War of the Ring
TA 3019 Battle of Dale
Ered Luin “Blue Mountains” Dwarves, east side of mtn. Long Beards Firebeards and Broadbeams Thráin II and his son Thorin
Erid Nimrais “White Mountains”
King Thror of Longbeards killed by Orc Azon in WotdaO
North
Forodwaith
Carn Dum Orcs
Dragon
Wolves
Snow Troll
Northern Waste
Gundabad Orcs
Dragon
Wolves
Snow Troll
Desolate Area
Iron Hill Dwarves Longbeards Dain Ironfoot
Wolves
Snow Troll
Arnor
Gundabad Orcs
Carn Dum Orcs
Wolves
Hill Troll
Rhudaur
Wolves
Hill Trolls
Rivendell Elves
Gundabad Orcs
Misty Mtn Orcs
Breeland
Ranger Men
Hobbits
Bree Men
The Shire
Bounders Border guards
Shirrifs feather in hat
Shire Hobbits
Grey Haven Elves
Ranger Men
Bree Men
Harlidon
Dwarves Ered Luin
Lindon Elves
Forochel
Wolves
Forlindon
Dwarves Ered Luin
Lindon Elves
Minhiraiath
Dundelings
Wolves
Eregion
Rivendell Elves
Moria Orcs
Hill Trolls
Dundelings
Wolves
Dunland
Dundlendings
Hand Orcs
Dwarves
Wolves
Enedwaith
Dundelings
Wolves
Druwaith Iaur
Druadan Woses
GONDOR
Anfalas
Gondormen
Lamedon
Gondormen
Belfalas
Gondormen
Lebenin
Gondormen
Anorien
Balchoth dead “Wainriders” wiped out
Pukel-Men
Woses
Gondormen
Rohirrim
Dead Marshees
North Ithilien
Balchoth dead “Wainriders” wiped out
Gondormen
Mordor Orcs
Dead Marshees
South Ithilien
Gondormen
Mordor Orcs
Moria
Cave Trolls
Balrog
Moria Orcs
Dimrill Dale
Wolves
Lorien Sindar
Moria Orcs
Lothlorien
Lorien Sindar
Fangorn
Lorien Sindar
Ent
Rhovanion Mirkwood
Wolves
Sindar
Spiders
Orcs Dol Guldur
Olog-hai
Brown Lands
Easterlings
Wolves
The Wild
Easterlings
Ered Lithhui
Easterlings
Mordor Orcs
Rhun
Easterlings
Esgaroth
Wolves
Dale Men
Durin Dwarves
Easterlings
Sindar
Rohan
Rohirrim
East Emnet
Rohirrim
Isengard
Harondor
Haradim
Khand
Variags
Far Harad
Haradrim
Mumakil
half troll black skin
Near Harad
Haradrim
Mumakil
Umbar
Corsairs
Black Numenoreans
Nurn
Mordor Orcs
Olog-hai
Gorgoroth
Mordor Orcs
Olog-hai