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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. |



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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.
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| 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. |


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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. |
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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:

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- 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.
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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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