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Fëa is a Quenya word in Middle-earth that signifies the soul or spirit. It is the set of values which goes beyond the mind or body to define the complete makeup of an individual. There are six principles used to represent the Fëa of each character in Hither Lands.

Valour is an inner strength which enables a character to act with courage in the face of overwhelming odds. These points, if used wisely, are often the difference between life and death. However they should not be used for trivial matters or haphazard ways. Valour points may not be purchased, once used only the Gamemaster can give them back to a character.

Valour may be used in several ways, some of these include: adding a +6 bonus to a particular roll; reducing damage from a wound in half (this is taken after the combat rolls have been resolved); re-rolling during a critical situation.

Corruption is an effect that can occur when a character resorts to foul deeds or succumbs to wicked influences. The farther as one falls into Shadow, the more difficult it is to return to the Light. After every three points of Corruption a character will incur a penalty on all Tests of Will.

Taint is an affliction caused from delving or focusing too deeply on a subject that can consume a character. It is similar to Corruption, yet may not always send one into Shadow. In most cases the character will become so enamored by this subject that the outside world is no longer of any interest. Radagast the Brown is a great example of one who had been completely tainted. Tests of Will for Taint are handled in the same manner as Corruption.

Three remaining characteristics help to form the composition of the Fëa. These are Honor, Duty, and Ardour. All act to illustrate the distinguishing features of one’s personal nature. At defining times of play the Gamemaster may call into question any one or more of these elements of the spirit. Bonuses or penalties that range from +3 to -3 can be applied to rolls during that situation. It is up to the character alone to choose the actuating causes of their own life and to either benefit from or suffer the consequences by these choices.

Honour is the sense of what is right, true, and just in the world. It leaves the mark of glory and respect while in turn defines the integrity and worth of one’s character.

Duty is that which one is bound by moral obligation to defend. This responsibility can also be a burden, for one is compelled to preserve these courses of action.

Ardour can be either love or loyalty. It is an intense feeling of passionate fervor for a person or cause. Many deeds of Valour have been born out of this fiery zeal.

 
 
  Hroä is a Quenya word in Middle-earth that signifies the physical body as opposed to the spirit or Fëa described earlier. All characters live and breathe by the necessary union of these two parts. Formulation of the Hroä is represented again in Hither Lands by six characteristics. Four of these (Vitality, Stamina, Movement and Initiative) have all previously been discussed in detail.

Encumbrance is the weight or burden one can maintain or achieve by lifting. The pack carrying capacity is determined by the following formula: (Might + Will) x 12. To lift or hold something above one’s head is the total of the first formula times two. The capacity to lift something off the ground (or carrying capacity for a mount) is the total of the first formula times three.

Perception is ability to be aware of something (dangerous or otherwise) through sense. This capability of discernment can prove to be very valuable to a character during key events. A keen awareness cannot be underestimated, and may be the only difference in saving one’s own life. The formula for determining a character’s Perception is Wisdom + Notice + d12.

As indicated earlier the Movement distance is the maximum amount one can achieve in a second. This is an all-out sprint and thus could not be maintained but for a short time only. Optional Pace distance for a Hobbit is Nimbleness + Might + 9; for a Dwarf it is Nimbleness + Might + 10

A character may carry up to the pack capacity without suffering any loss of Stamina. Should one be forced to carry above this amount the rate of loss is one point of Stamina per hour. Carrying twice as much will cost two points per hour and three points should it be three times as great. Lifting off of one’s chest or over one’s head will result in a loss of one Stamina point per minute. Trying to lift a heavy object off the ground or out of the way will result in a one point loss in Stamina every twelve seconds.

 
 
 
Traits or statistics are known as Attributes in Hither Lands. There are six such Attributes, of which five are constant – Wit, Might, Wisdom, Nimbleness, and Will, while one – Luck, is fluid. Each of these provides a character with mental and physical abilities. Attributes range from 1-6, with 3 the average (from a mortal view). In rare cases characters can go well beyond the maximum limit (not to exceed race).

Each race begins the game with a certain number of Attribute Points. During creation Attributes may be purchased on a one-for-one basis. No Attribute may be two points greater than another.

There are limits placed for each race in Hither Lands. For players seeking a place where the races are balanced, Middle-earth is not it. Elves, especially the Noldor and Sindar, are a very powerful people in comparison to some of the other races. A Hobbit, for instance, cannot hope to reach the same level in Attributes as one of the Firstborn.

The six Attributes which have been listed can be defined as follows: Wit is one’s intellectual ability; Might represents a character’s physical strength and power; Wisdom is a trait of gaining knowledge from insight and common-sense; Nimbleness is the ease and elegance of movement and reaction; Will is the capacity to be resolute and steadfast in purpose; Luck is a character’s overall condition or luck in life.

 
 
  Luck is the only fluid Attributes. A character may buy Luck points just the same as other Attributes. For each point in Luck, a player will roll a d12 and record the number. During the game a character can use these Luck numbers to alter the roll to their advantage. For instance, a player buys two Luck points at character creation. They then roll a d12 for each point. The first roll was a 9 and the other was a 3. Now the higher number can be used to replace a low roll by the character. The lower of the two results can be used to alter a high roll of an opposing character. Once a Luck point is used, it is removed from the Attributes. At zero or below a player may still use Luck points. However, each time it is used the Gamemaster will receive a point of Luck that can be used against them. Luck may be bought back at the normal cost of Experience points.  
 
  There are twenty-four skills that a character may choose from in Hither Lands. Each of these skills is broadly defined allowing players and the Gamemaster alike the freedom to enjoy the game without the constraints of domineering rules.

The skill range for characters is nearly the same as those for Attributes. However, a character does not need to take a point in any one skill. A zero in a skill indicates that a character is not proficient or is untrained.

Again, each race will begin the game with a certain amount of points to spend on Skills. During character creation Skills can be purchased on a one-for-one basis. No Skill may be more than a point greater than the highest Attribute a character has at the time.

As there are limitations set for races on the highest level of the Attributes each may reach, the same rule will apply for Skills. The list of individual skills in Hither Lands is as follows:

 
 
 
  • AID – covers the diverse types of care given to aid those suffering or injured. This skill makes use of herblore, medicines, poultices or leech-craft in such treatments.
  • ARMED COMBAT – Is divided between Strike and Defend actions. Strike are various techniques and offensive actions used in close, armed combat, while Defend are measures of defence in combat such as block, dodge, and parry
  • ARTISAN – this is a general term used to cover the composition of music, poetry or stories, painting, performing with instrument and/or voice, sculpting, and other such artistic talents.
  • BALANCE – handles those stunts of agility which include (but not limited to) jumping, tumbling, climbing an obstacle, moving across a ledge, crossing a river by rope, or other acrobatic feats.
  • BATTLE – is the skill which makes use of the various options of command and leadership, the building of fortifications for defence or offensive measures such as siege engines, and in the planning and preparations used in battle.
  • COMMAND – Command is the ability to guide others to success. It is a presence that commands a respect over those who follow. It can be used for leadership and to intimidate, inspire, instill fear and cause dread in opponents or enemies.
  • COUNSEL – a courtesan type skill that covers emissary, statecraft, stewardship or lordship, negotiations and courtly affairs.
  • CULTURE – the knowledge of customs, folklore, peoples, and places.
  • DIPLOMACY – covers the skills of advise, design, intent, planning, and schemes.
  • INFLUENCE – is the ability to compel, deceive, manipulate, persuade, or seduce others.
  • GAMING – used for games of chance and skill as well as that such as riddles or puzzles. It may also include contests of physical prowess.
  • KNOWLEDGE – is a skill that covers most academic studies and other general disciplines.
  • LANGUAGES – indicates the use of native and foreign tongues. At zero a character can only speak their native language. At one they can read and write. Each level beyond they will strengthen native language. Every 2 levels an additional language is learned (speak, read, write).
  • NOTICE – the skill used to spot someone or search for something. Through this observation characters can discern important clues or facts.
  • PERFORMANCE – performing with instrument and/or voice. Also the measure of oratory ability.in social situations.
  • RANGED COMBAT– this skill is used for ranged attacks such as bows, slings, and thrown weapons.
  • RIDING – is the ability to ride a horse or other type of mount.
  • SEAFARING – general types of sea-craft. From sailing to steering and building or repairing. However, it does not include shipwright, which is covered in Tradecraft.
  • STEALTH – the ability of sneaking and skulking. Also for picking pockets, breaking and entering, streetwise endeavors, and other illicit activities.
  • SURVIVAL – is the skill of basic cooking, fishing, foraging, field dressing, hunting, rudimentary first aid shelter building, trapping, et al.
  • TENDING – covers the skill of maintaining and/or caring for crops, farms, livestock or vineyards.
  • TRADECRAFT – this skills covers mercantile commerce and trades such as armour-smith, black-smith, bowyer/fletcher, brew-master, weapon-smith, or similar.
  • UNARMED COMBAT – forms of unarmed combat (usually non-lethal). This covers forms of fighting such as brawling, fisticuffs grappling, martial arts, and wrestling.
  • WILDERNESS – the learned understanding of the wilds. This covers directional sense, fire starting, hard marches, swimming, tracking, weather-sense, etc.
 
 
 
 

Hither Lands is a completely unofficial site and is in no way affiliated with Decipher Inc., New Line Cinema, Tolkien Enterprises or the Estate of J.R.R. Tolkien, whose rights are fully acknowledged. Unless specifically indicated, Hither Lands in no way claims the artwork displayed to be our own. Copyrights and trademarks for the names, items and events from the books, films, articles, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law. Hither Lands design and original artwork however are copyrighted under © 2004 Studio XII. Fundamental game design is copyrighted as © 2004 Lucid System.

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