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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