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Each
character possesses unique qualities which sets
them apart from one another. It is these Merits
which provide advantages outside of one’s
standard abilities. Often a positive trait will
accentuate either an Attribute and/or Skill.
All races begin the game with a set number of
points in Merits to spend. These points are in
addition to any of the inherited racial benefits
which will be discussed in a later section.
The character’s choice of Merits are meant
to compliment the assets that they have already
achieved from Attributes and Skills, not to change
the focus of or overpower game-play. In most cases,
a character will select but a few Merits to begin
play with in Hither Lands. Though it is unlikely,
there can be unusual circumstances where the Gamemaster
will allow extra Merits to be purchased. Characters
do however, have the opportunity to buy more levels
(if applicable) to improve Merits after they have
earned enough Experience Points. Also, after the
creation of a character there can be changes during
the course of play which can affect Merits.
There is an extensive number of Merits listed
here in Hither Lands; however this does not preclude
the addition of any new merits. The value of this
characteristic needs to maintain the same balance
already established. A Gamemaster has final approval
for the inclusion of such designs.
- ALLY – 3-POINT
COST PER ALLY (NA): If you seek and ally’s
aid and they are in the area, they will give
it if possible to do so. Allies may provide,
rumors, hints or detailed information depending
on the situation. They may also aid in other
ways.
- AMBIDEXTROUS –
6-POINT COST: Allows a character to
wield a weapon in both hands and attack. However
each Strike will have a -1 penalty. All further
actions still carry any applicable modifiers
beyond the -1.
- ATTUNED –
INNATE OR 3-POINT COST: Is a closeness
to nature and animals. Elves carry this affinity
with woodland animals and trees. This rapport
is strong with horses and the eagles where this
bond can be used to call upon them in times
of need. Those who are Attuned can speak with
animals and trees as well as sensing their thoughts
and feelings.
- AUTHORITY –
1-POINT PER LEVEL (6): A character has
been charged with liege over a group or lands.
This title is greater as more levels are gained
in it. Authority at the lowest level would be
something similar to belonging to a specific
post or gentry. While at the highest level it
could equate to stewardship over a realm.
- CLOSED MIND –
3-POINT COST: It is said that there are
some people who have minds that cannot be breached
by Enchantments or any other unique ability.
Characters are immune to the effects of mind
controlling or penetrating powers.
- COUNTER-STRIKE –
6-POINT COST: A character has become
skilled at using a number of defensive measures
for counter-attacks in battle. They may utilize
the Defend methods in Armed Combat instead of
the standard use of Strike.
- DAUNTLESS –
3-POINTS PER LEVEL (3): Is the strength
of courage in the face of a fierce threat or
grave danger. This bravery will appear in situations
involving Fear, Intimidation or battle and a
+2 bonus modifier will be given on these tests
of peril.
- ELUSIVE – INNATE
OR 3-POINT COST: Halflings and others
of this ilk have an uncanny ability to disappear.
Hobbits receive a +3 bonus to tests when attempting
to hide or move silently.
- EMPATHY –
2-POINT COST PER LEVEL (3): With this
Merit a character can sense how someone is feeling.
It is difficult to perceive their emotions with
complete accuracy, the greater number of successes
on a Perception test will get them closer to
the truth. Each level of Empathy will provide
a +1 bonus on these tests.
- ENCHANTMENTS –
INNATE OR GIFT ONLY: Only those with
this ability (exception – Gift of x-craft)
can work Spells, Lore and/or Dwimmer-craft.
See the Enchantments section for more information
regarding these abilities.
- FAIR – INNATE
OR 2-POINTS PER LEVEL (6): The overall
appearance and beauty of a character. For each
level of Fair a +1 bonus is given to certain
tests of Influence and Persuasion.
- FELL-HANDS –
3-POINT COST: Will double the amount
of Stamina damage delivered in non-lethal Unarmed
Combat strikes. It will also add a level of
Threat to the Hammer-hand Merit.
- FLEET OF FOOT –
INNATE ONLY: The lithe build and graceful
movement of Elves gives them the natural ability
to tread very lightly, allowing them to walk
over snow and grass unbent, leaving no trace
of their passing.
- FORMIDABLE –
3-POINT COST PER LEVEL (3): A truly awe-inspiring
figure that can rouse friends and allies or
terrify enemies. For each level of Formidable
a +2 modifier will be applied to tests involving
inspiration, fear or intimidation.
- FURTIVE – 2-POINT
COST: Quite clever and adept at skulking
around and in other stealth-like activities.
A character will receive a +1 bonus to all tests
involving stealth and such similar actions.
- GHOST-SCORN –
INNATE OR 6-POINT COST: Elves and rare
individuals of other races do not fear the Ghosts
of Men. Elves, being bound to the fate of Arda,
are immune to the implied fear of mortality
that a ghost represents.
- GIFT OF SPELL-CRAFT
– 3-POINT COST: A rare gift, which
when given, allows one the ability to work Enchantments
in the form of Spell-Craft. See the section
on Enchantments for more information regarding
this ability.
- GIFT OF LORE-CRAFT
– 6-POINT COST: A rare gift, which
when given, allows one the ability to work Enchantments
in the form of Lore-Craft. See the section on
Enchantments for more information regarding
this ability.
- GIFT OF DWIMMER-CRAFT
– 9-POINT COST: An exceedingly
rare gift, which when given, allows a character
the ability to work Enchantments in the form
of Dwimmer-Craft. See the section on Enchantments
for more information regarding this ability.
- GIFT OF FORESIGHT
– 6-POINT COST: Is the ability
to see into the future. Often it is merely a
thought or uncanny premonition which will show
things yet to come. This is a prevision or forecast
which can intuitively acknowledge that an event
may come to pass. Characters with this gift
will have greater wisdom of fate and receive
a +3 bonus to all tests of Insight.
- GIFT OF FORETELLING
– 6-POINT COST: Similar to –
though not the same as Foresight, this is the
gift of prophecy. It is a rare event which may
come about little or even only once in a character’s
lifetime. Often this doom is manifested in a
vision or dream that is cryptic and difficult
to decipher. Rarely does this gift provide answers
to the information revealed and it is up to
the character to determine its relevance. A
-3 penalty is applied on all tests of Wisdom
related to a Foretelling.
- GLADDEN – INNATE
OR 3-POINT COST: It is said that Elves
and some, select individuals can use the power
of words or song to heal and revitalize the
weary or injured. Every hour an Artisan test
can be performed, which if successful, will
double the rate of recovery for Stamina or Healing.
A -1 penalty modifier will stack for performing
each hour beyond the first.
- HAMMER-HAND –
6-POINT COST: While most characters will
use weapons to Strike with in combat, someone
with this Merit need only their fist. The Unarmed
Combat skill will replace the skill of Armed
Combat in battle. A fist that succeeds in hitting
will have a Threat of two. Should a character
desire to throw a second fist in a round the
penalty to succeed would be -2 and the fist
would have a Threat of only one.
- INCORRUPTIBLE –
INNATE OR 3-POINTS PER LEVEL (3): The
forces of Shadow find it difficult to gain a
foothold over a character of a pure and noble
heart. Each level of Incorruptible will provide
a +2 bonus to all tests of Will in resisting
the effects of Corruption.
- INDOMITABLE –
INNATE OR 3-POINTS PER LEVEL (3): Similar
to the Merit of Incorruptible, those with this
quality are very difficult to unwillingly command.
Each level of Indomitable will provide a +2
bonus to all tests of Will in resisting the
effects of Domination.
- KEEN-SENSE –
INNATE OR 2-POINTS PER LEVEL: Gives a
character a +1 bonus to any perception related
rolls per level – bought to a maximum
of three. Covers the five senses, a character
may have bonuses in more than one type. Elf-eyes
allow for the Eldar to forego the limit of levels
in sight.
- NIGHT-EYES –
INNATE OR 2-POINTS PER LEVEL (3): A character
has the ability to see in the dark of night
while those around may not. For each level of
this merit a character can reduce the penalty
modifier for actions in darkness or at night
by two.
- QUICK-STRIKE –
6-POINT COST: Deftly and dangerous, a
character has become proficient with finesse
attacks in combat. Someone with this merit can
use the Attribute of Nimbleness in replace of
the Might Attribute in battle to Armed Combat.
- QUICK TO ACT –
3-POINT COST: Characters with this Merit
have very fast reaction times in combat and
other confrontations. A bonus of +3 will be
given to all Initiative rolls.
- RESILIENCE –
INNATE ONLY: Hobbits are remarkably resilient
to the effects of both Corruption and Domination.
All Hobbits receive a +3 bonus to tests of Will
to aid in this resistance.
- RESISTANCE –
INNATE OR 1-POINT PER LEVEL (6): For
each level of Resistance a character will receive
a +1 bonus to all related rolls. These Merits
are available in many types, such as resistance
to: Pain, Poison, Fire, Mystical and Cold. A
Gamemaster can assign additional types of Resistance
as are deemed necessary.
- RESOLUTE –
6-POINT COST: Having a fixed determination
and purpose, characters are not easily deterred
from their chosen path. Resolute provides a
+1 bonus to all tests of Will, Stamina and Intimidation.
- SENDING – 9-POINT
COST: Is the ability to communicate using
only the mind. The character can speak into
the minds of someone who is near to them or
if they know where they are. They will also
hear any thoughts directed in response. It is
not however the ability to read someone’s
mind. Sending allows the user to mind-speak
with others equal to that of their Wisdom. Someone
may also resist using their Wisdom and Notice
in an opposed roll.
- SENSE POWER –
INNATE or 9-POINT COST: The resonance
from powerful Enchantments (items and areas),
a lingering tragedy or an evil menace can be
felt by the Elves and other select individuals.
At times this power will be very apparent, while
in other more subtle situations a test of Perception
will be required.
- SHOT OF MIGHT –
6-POINT COST: Characters with this Merit
fire ranged attacks that are not dependent on
the Nimbleness Attribute, but rather the Attribute
of Might – which is added to the Ranged
Combat. Skill.
- STALWART –
INNATE OR 6-POINTS PER LEVEL (3): Characters
with this Merit have a natural toughness which
makes them hard to kill. Each level of Stalwart
will give a permanent point of Vitality which
goes in the reserve. This point will soak damage
before the wound total to Vitality is taken.
In addition, each point gives a +1 bonus to
tests of Survival.
- SURE TO THE MARK
– 3-POINT COST: Characters are
expert marksmen in ranged attacks. This will
reduce the penalty modifier for all ranged attacks
by one.
- SWIFT TO RECOVER
– INNATE OR 6-POINT COST: Elves
and others who have this ability heal and recover
from weariness much faster than the natural
rate. For those with this Merit the recovery
rate for Stamina and Vitality is doubled. In
addition, Elves are immune to sickness and disease.
- TIRELESS –
INNATE OR 3-POINT COST: Characters have
an amazingly strong endurance and can push themselves
farther, when others would fall due to exhaustion.
The rate of Stamina lost due to weariness is
cut in half with this Merit.
- WANDER-REST –
INNATE ONLY: The race of Elves do not
sleep as others do. They rest as their minds
wander along the peaceful paths of Elvish dreams.
- WARY – 3-POINT
COST: Is someone who is very observant
and quick to react in what is taking place around
them. These characters will receive a +3 bonus
to all Perception related rolls in sensing danger
from the immediate surroundings. It is also
nearly impossible for a character with this
Merit to be ambushed or surprised in combat.
- WOVEN-WORDS –
INNATE OR 6-POINT COST: A rare gift that
allows one to weave images to match the words
from a lay or song. The margin of success on
the Artisan test of Perform will dictate the
completeness of this Glamour. This ability can
be utilized in a number of situations.
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Characters
will usually carry one or more flaws. Hindrances
act to counter-balance the overall effect of the
positive merits that have been previously detailed.
These weaknesses will come to complicate and create
difficulties which must be overcome in order for
a character to accomplish their objectives. All
races begin the game with a set number of points
in Flaws that they may opt to spend. These points
are in addition to any of the inherited racial
drawbacks which will be discussed in a later section.
When a character acquires a Flaw they gain extra
points that can be put back into one or more Merits.
However, this does not mean that players have
to spend all of these Flaw points. More often
than not, it will be less than the total amount.
- ADVERSARY –
3-POINT COST PER INDIVIDUAL: A character
has gained the enmity from an individual. The
adversary will be determined to seek retribution
for this apparent offense. The Gamemaster may
insert this foe into the campaign as they feel
the encounter is relevant.
- ARROGANT –
3-POINT COST: Will cause a character
to look down upon those beneath them. It will
be very difficult to feel compassionate or understanding
and thus communication is a strain. A -3 penalty
will apply in social tests related to this Flaw.
- AVERSION –
INNATE OR 3-POINT COST: There are some
who do not do well around animals. It is said
that the race of Dwarves fair poorly in calming,
riding or training animals. This lack of affinity
can be felt by the creatures and they will shy
away from this noticeable dislike. Dwarves have
a -3 penalty to Riding and other related tests
of Aversion.
- BATTLE-LUST –
2-POINT COST (3): During combat an uncontrollable
fury will overwhelm a character and they will
not leave the field of battle until the last
foe has fallen. Each level of Battle-lust will
incur a -1 penalty on tests of Will to control
this rage.
- CALL OF THE SEA
– INNATE ONLY: This urge may manifest
itself at anytime in an Eldar’s life.
It can be triggered by many events or through
the burdens of time and should the Gamemaster
see fit to require a Test of the Undying. The
first test (Wisdom + Will + d12) is made will
a -1 penalty modifier. Successive tests will
follow with a -3; -6; -9; -12 and so on until
the character fails and the Call comes at last.
- COVETOUS –
INNATE or 3-POINTS PER LEVEL (3): Is
an overwhelming desire to have something that
the character does not posses. It can be Greed,
Power or Lust. Each level will incur a penalty
of -1 on tests of Will to avoid this temptation.
It is possible for a character to have more
than one covetous wants.
- CRAVEN – 3-POINTS
PER LEVEL (3): Is a lack of courage in
the face of threat or danger. This cowardice
will appear in situations involving Fear, Intimidation
or battle and a -2 penalty modifier will be
applied on these tests of peril.
- CRIPPLED –
3-POINTS PER DISABILITY: The character
has received a grievous and lastly injury from
battle or accident leaving them disabled. The
type and location of the wound can vary, but
could include a crippled or missing hand/arm;
foot/leg; or having sustained multiple injuries.
- CRUEL – 3-POINT
COST: A character is very fond of inflicting
pain and suffering. There are no feelings of
remorse and actions are done without the slightest
hint of moral consciousness. There is a -3 penalty
on tests of Will pertaining to the control of
this cruelty. Control is maintained only from
a fear of being stopped or unwontedly discovered.
- CURIOUS – 2-POINT
COST: There are some who cannot help
but look to see what is behind a hidden door
or locked chest. So eager is the character to
investigate or learn about something, that more
often than not it will cause trouble than it
was worth. There is -1 penalty modifier on test
of Will to resist the temptation.
- CURSED – 1-POINT
PER LEVEL (6): There are more than one
way for a character to be cursed in Hither Lands.
Some may have been the victim of Enchantment,
while others may have had a Curse laid because
they broke and Oath. The consequences of the
Curse vary by the cause. Each level spent represents
a more powerful sentencing. Often times the
Curse will come with conditions that, if fulfilled,
will cause it to be broken or lifted from the
character.
- DARK PAST –
3-POINT COST: Some foul secret or dubious
deed haunts a character. This hidden fact would
be damaging if ever revealed. A character’s
livelihood or renown is maintained despite this
Dark Past, however that could surely change
if the secret became known.
- DESPAIR –
3-POINT COST: Actions or places can bring
the sense of impending doom upon a character.
When this occurs, one will come to believe that
all hope is gone and therefore can gravely hinder
a character’s spirit. A -2 penalty will
be applied to tests of Will and Inspiration
along with a -1 on most other rolls.
- DOUR – INNATE
OR 1-POINT COST: A brooding behavior
of ill humor is conveyed from this persona.
Everything in life is taken with seriousness
and very little seems to give them enjoyment.
This facet can be deterring and bothersome to
others who have made contact.
- DULL-SENSE –
INNATE OR 2-POINTS PER LEVEL: Gives a
character a -1 Penalty to any perception related
rolls per level bought to a maximum of three.
Covers the five senses, a character may have
penalties in more than one type.
- ENEMY – 2-POINTS
PER GROUP OR RACE: Either through birthright,
culture, or heroic deeds the character has earned
the enmity of a group or race. A foe such as
this will do everything within its power to
prevent a character from achieving their goals.
- FEALTY – 3-POINT
COST: A character has made an commitment
of responsibility to a lord or leader. Fealty
requires obedience and is not broken without
serious disregard. Failure to fulfill this obligation
would result in possible punishment and the
loss of Renown.
- FEEBLE – 3-POINT
COST: A character has a very weak Stamina.
All actions which result in the double the loss
of Stamina – be that from weariness, affliction
or other such cause. It also returns at half
the normal rate.
- FEY – INNATE
OR 3-POINT COST: A death-wish, one of
peril, and once felt, a Silvan Elf, or other,
with this Flaw will seek out to find death.
The Test of Fey will use the same formula as
the Test of the Undying. Once the test is failed,
the character must journey to seek search out
to battle a foe(s) until slain.
- FRAIL – 3-POINT
COST: The body of character is delicate
and fragile. Lifeblood, when lost is slow to
return. All injuries that reduce the Vitality
will take twice the amount of time to heal.
- HATRED – 3-POINTS
FOR EACH: Your scorn for an individual,
group, culture or race is all consuming. This
loathing and spite is very evident and is very
difficult to control. All social tests dealing
with this Hatred is made with a -6 penalty modifier.
- ILL-FATED –
2-POINTS PER LEVEL (3): Luck does not
shine on the character, as each point in this
Flaw will incur a -1 penalty modifier to rolls
in potentially critical situations. It is also
possible for the Gamemaster (per point/a session)
to replace a character’s roll with a lower
one, much the same as the Luck Attribute.
- ILL-FAVOURED LOOK
– 2-POINT COST: Something about
the demeanor is disturbing to another. A -1
penalty modifier will be applied to all rolls
involving tests of Influence and Persuasion.
- OATHSWORN –
1-POINT PER LEVEL (6): Is a pledge or
vow that binds a character to a particular action
or set of duties. When issued this Oath must
be fulfilled no matter the cost and should a
character fail or decide to break this bond,
then the one whom the character swore the Oath
to can lay a Curse upon them. A powerful Oath
may, in fact, go beyond the bounds of a mortal
life and the vow will not be lifted until this
duty has been satisfied.
- OBSESSION –
INNATE OR 3-POINT COST: Is a compulsive
fixation of someone or something. This preoccupation
will come to dominate a character’s life
and they will pursue it to almost any length,
even forsaking friendship and neglecting duties.
A -3 penalty will be applied to any tests related
to this Flaw.
- PARTED – INNATE
OR 2-POINT COST: A past deed or time
in history has caused relations to be strained
between the character of this race and those
of another (Elves-Dwarves). They will have a
-1 penalty to all rolls on social tests dealing
with the race which they are now Parted.
- POSSESSIVE –
INNATE OR 2-POINT COST: Occurs in an
individual or race that is inheritably selfish.
Someone of this type will hoard an item or treasure
and is protective and suspicious of others believing
they desire it.
- PROUD – INNATE
OR 3-POINT COST: Full of unrestrained
pride a character will not heed the words of
counsel from others. They are often haughty
or presumptuous and do not take well to insults.
A -3 penalty is incurred on tests of Counsel
and Intimidation along with a -1 on social test
rolls.
- RECKLESS –
3-POINT COST: Extremely rash and overconfident,
a Reckless character is willing to take foolhardy
risks with total disregard of the potential
consequences. They will act first and after
waste little time with second-thoughts. Acting
on such impulses, a character shows no consideration
for their actions.
- STERN – 4-POINT
COST: A character has an unrelenting
severity of nature. This demeanor will often
make others feel uneasy, yet easier to control.
A character will receive a +2 bonus on tests
of Intimidation, but have a -2 penalty on social
rolls.
- STUBBORN –
INNATE OR 3-POINT: Stiff-necked to the
point of being a detriment, one who is Stubborn
will find it hard to obey others or heed any
words of wisdom. Once a character’s mind
has been made to do something, no amount of
counsel will sway them away from this decision.
- SWAYED – INNATE
OR 1-POINT PER LEVEL (12): Long have
the people lived under the shadow of Sauron
or Morgoth. They have been dominated and corrupted
over time and have become evil by nature. Each
level will add one point of Corruption and the
applicable modifiers to a character. Also all
tests of Will to resist Domination is done with
a -3 penalty.
- VENGEFUL –
3-POINT COST: A character has a strong
reason for extreme hatred of an individual to
the extent that they will rush headlong into
battle against them unless they can maintain
control. Should an opportunity to gain such
revenge on the individual of this vengeance,
a character must pass a test of Will at -3 or
they shall unswervingly attack this enemy. A
character may spend one point of Valour to avoid
the attack. The character that makes this attack
and kills the other will have a test of Will
against Corruption with a -3 penalty modifier.
- WEAK-WILLED –
1-POINT PER LEVEL (3): This Is someone
who has great difficulty in resisting the threats
of others. A character’s will is very
weak and all tests of Will are made with a -1
penalty for each level.
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As
a character makes strides and grows in ability,
so too will their Renown increase. Known also
as fame, glory or reputation it will come
to measure a character’s visibility
within the lands of Middle-earth. This level
of status is measured in points (0 –
12) with a character starting out at zero.
Most often points in Renown will increase
with deeds in significant actions or participation
in prominent events. The Gamemaster will award
points based on these actions. A high standing
can be a hindrance, for as one becomes well
known the more difficult it is to move in
disguise or without unwarranted attention.
Renown is used as a modifier in social
tests often with the skills of Influence
and Intimidate. Also it is used in determining
recognition rolls |
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Players will have the opportunity
to choose from any of the available Free Peoples
of Middle-earth when creating a character. All of
the races found here are uniquely different in their
own ways and though at first glance the easiest
choice may be to take an Elf, power does not always
equate to fulfillment. The most compelling characters
in Hither Lands are not the tallest, or wisest –
yet for all their shortcomings the Little Folk or
Hobbits as they are also called, have stood tall
in the face of great evil and were charged with
some of Arda’s heaviest duties. The description
to follow will provide information on each race
and the branches within some of these cultures.
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They are the Firstborn Children of
Ilúvatar, also called the Eldar or Quendi.
Tall, willowy and fair they are with the light of
the stars mirrored in their eyes. Immortal and wise
they are free from pestilence unless they fall in
battle or perish in flames. They suffer no ills
save one, the withering of the Fëa that is
an affront to the desire of life. Lovers of beauty,
the Elves delight in fine speech and eloquent song.
They are skilled in crafts of all forms, especially
in the art of Enchantments. It can be said that
the Elves are staunch defenders of the Hither Lands,
protectors of its wondrous splendor and have long
stood vigilant against the minions of Shadow. Melkor
hated the Eldar from the first, and from those unfortunate
enough to be captured by his servants, he twisted
into the Orcs, a cruel race that is in all ways
a foul perversion of the Elves. Suffice to say that
for all the wisdom garnered over the Elves long
lives, their pride has caused rash acts, and by
so doing they have brought added tragedy onto themselves.
NOLDOR also
known as the Deep Elves or High Elves are the followers
of Finwë. It is they who are the greatest of
the Eldar, learned and strong and too were the Noldor
unsurpassed in the crafting of Enchantments. They
are very tall, fair of skin and grey-eyed, with
dark hair, save for the golden house of Finarfin.
SINDAR are Eldar
known too as Grey-elves or the Grey People from
the name of their king, Thingol Greycloak. They
are renowned for their gift of song and music.
Edhel share an affinity with the sea more so than
the other Eldar. The Sindar are also tall, strong
and wise (though not as the Noldor) with most
having dark or silver hair.
SILVAN dwell
in the green, forested lands of Middle-earth.
Also called Wood-elves, this group of Nandor are
great lovers of the trees. They do not share the
power, wisdom or majesty of the other Eldar; The
Silvan are still tall in stature, fair and wise.
They favor the solitude of the woods and are well
adapted in defending their borders. Most often
their hair is light or golden in colour with eyes
in the shades of brown.
| MERITS |
FLAWS |
Attuned – N/S/T
Enchantments – See Section
Fair – N(5)/S(4)/T(3)
Fleet of Foot – N/S/T
Ghost-Scone – N/S/T
Gladden – N(2)/S(2)/T
Stalwart – N(3)/S(2)/T(1)
Keen-sense * - N/S/T (6) to Sight
Resistance † - N/S/T (3) Poision/Pain
Swift to Heal – N/S/T
Wander-rest – N/S/T
Woven-words – N(2)/S(2)/T
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Arrogance – N/S/T
Call of the Sea – N/S
Fey ‡ – T
Parted ¥– N/S/T
Proud – N/S/T
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N = Noldor; S = Sindar; T = Silvan
* Sight and Sound
† Cold; Fire; Illness or Disease (immune);
Poison; and Pain. Elves feel no discomfort to
cold or heat – in weather.
‡ As with Call to the Sea see Section
for more information
¥ Dependent upon the setting of the Age
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Or the Khazad, as they called
themselves their own tongue. Aulë the Smith
carved the Dwarves from the very stone of the
mountains. Indeed they were fashioned before Eru
gave life to the Elves. The Seven Fathers of the
Dwarves were made in secret for Aulë yearned
to guide and love those other than himself. Upon
seeing that they were not created for malice,
Ilúvatar blessed them and were given Fëa.
Yet, the Dwarves were not to awaken before the
Elves and so they were laid deep under the mountains
to slumber. Aulë was aware of the evil threats
posed by Melkor, and thus the Dwarves were made
a sturdy race unaffected by either cold or heat.
They are short and stout, indomitable, persistent
in all endeavours, if sometimes to the point of
hindrance in their stubborn ways. Dwarves never
forget a debt unpaid or forget a wrong done against
them. They are fiery, strong and the hardiest
of all races. The Dwarves have a natural affinity
for metals and delve deep into the depths of the
earth. They are great miners and craftsmen of
the mountain halls and despite their lack of polish,
the Khazad are masters with stone, metal and jewels.
However, it is told they work no magic beyond
the items they craft. Steadfast, redoubtable warriors
are Dwarves, yet not without flaws for they are
also wrathful, possessive and covetous - with
a lust for gold. They are long-lived (to around
250 years), though not immortal. Dwarves will
wear beards, which will grow to be quite long
during the span of their days.
| MERITS |
FLAWS |
Enchantments – see
Section
Stalwart (2)
Indomitable
Keen-sense (1)*
Resistance – Fire and Cold (3)
Tireless
Sturdy
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Aversion - Animals
Covetous
Obsession †
Parted – Elves
Possessive
Proud
Stubborn |
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* Sight and Hearing
† Gold and Mithril
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Awoke to the sunlight at the dawn
of Arien, they are the Second-born – ever
mortal, yet blessed with a gift given to no other.
For the Race of Men may upon death depart the
confines of Middle-earth and go beyond it. Whereas
all other Fëa, including those of the Valar,
are bound to the fate of Arda. With this gift,
Men are free from this doom and thus allowed to
shape their own destiny as they so wish. Men are
known also as the Second People; or Atani. Though
they are short-lived even to that of the Dwarves,
the Followers are the most numerous and adaptable
of all races. The houses of Men are many and varied,
for they have come to know and dwell throughout
all climes of the Hither Lands. There are the
High Men or Men of the West who have descended
from the Three Houses of the Edain. So too were
there lesser groups named Middle Men also called
the Men of the Twilight. Both of these branches
left from the Shadow of Morgoth, but there was
a third – who ever remained loyal and were
named Low Men or the Men of Darkness. The bane
of all Men is their desire for power and a weakness
of the will. Many have succumbed to this vile
lure, yet still more have remained ever faithful
and do not despair even in the darkest of times.
For the Race of Men shall come to rule the fate
and future of all Middle-earth.
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A
NOTE ON THE SETTING OF TIME The
following information will detail the types
of Men that a player may create in Hither
Lands. This material (as for all the other
races) is set during the time of the Third
Age, just prior to the War of the Ring. However,
should one so desire, adjustments can be easily
made to fit all periods or ages. The final,
completed version of this role-playing game
will cover, much more thoroughly, all the
requirements for making characters and the
running of quick adventures to lengthy campaigns
set in any era of Arda. |
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HIGH
MEN are tall (though not that of the Elves),
noble and blessed with long life. It is they who
have descended from the Edain tracing their lineage
to Elenna, the island of Númenor. The Dúnedain
or so called also Men of Westernesse, founded
the twin realms of Arnor and Gondor. There are
too few left with this royal heritage for their
line has diminished with the mingling of blood
from lesser men. Only the Rangers of the North
and the secret guardians east of Osgiliath, the
Rangers of Ithilien still carry true qualities
of the Númenóreans. Long ago a group
of High Men settled in the southern coastal region
of Umbar, however they fell sway to the power
of Sauron and were called Black Númenóreans
they ruled over an evil haven that raided and
pillaged the coastlands of Middle-earth. In Dol
Amroth, the seat of Princes, on the coasts of
Belfalas there remain the high descendents of
Galador. His father, Imrazôr the Númenórean
wedded the Silvan Elf-maid named Mithrellas. This
Elven-blood is still carried in the houses of
the small province ruled by Prince Imrahil. The
Stewards of Gondor still hold the line of Númenóreans
and are considered High Men. Lastly, there remain
the Men of the Vales of Anduin who dwell in the
great valley between the Misty Mountains and Mirkwood.
It is said they are close in kin, or have descended
from the Edain of the First Age. They are more
closely related to the Dúnedain than others
such as the Beornings or the Woodmen of Mirkwood.
Listed below are the choices for a player who
wishes to create a High Man character:
THE LAST REMENANTS OF HIGH
MEN
(all High Men begin
the game with one free level of Fair)
- Dúnedain of Arnor – called the
Rangers of the North
- Dúnedain of the South – called
the Rangers of Ithilien and the Stewards of
Gondor
- Knights of Dol Amroth
- Men of the Vales of Anduin
| STRENGTHS |
A |
B |
C |
D |
E |
F |
Black Númenóreans
Dúnedain
Knights of Dol Amroth
Men of the Vales of Anduin |
3
3
2
2 |
g
m
C
m |
Y
Y
Y
- |
-
-
-
C |
9
-
-
- |
1
1
1
1 |
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A = Stalwart,
B = Enemy, C = Proud, D = Resistance,
E = Swayed, F = Weak-Willed
a – Angmar; c – Corsairs;
d – Dúnedain; e – Easterlings;
g – Gondor; m – Many
o – Orcs; r – Rohirrim; w
– Dunlendings (Wild Men) |
MIDDLE MEN are
the lines of those who did not take the journey
to Númenor. They do not have the stature
or the natural life of the High Men. There are
many branches to these groups of Middle Peoples
– some are loftier than others. Described
below are the choices for those who wish to create
a Middle Man character:
- Anóriens – are the people who
live in and around the great city of Minas Tirith.
Though they are descended in part from the Númenóreans
of old only the Stewards of Gondor still retain
this line.
- Beornings – famed for their cakes of
honey, these are the heirs of Beorn. They live
near the Carrock and in the northern vales of
the Anduin. It is said that some Beornings are
skin-changers who have managed to retain their
ancestor’s ability to take bear form.
- Drúedain – are a strange, secretive
and dwindling folk who dwell in Drúwaith
Iaur and the Drúedain Forest. Also called
the Wild Men of the Woods or Woses. They are
shy and have an odd affinity with nature and
believed to have unique powers.
- Gondorians – make up in large part
the peoples of the South-kingdom. Along with
the Anóriens, they too are the weakened
descendants of those Númenóreans
exiles who fled to Middle-earth.
- Hillmen of Rhudaur – are an evil people
that lived in the northeast of Eriador. Their
origins come from the House of Bëor. During
the decay of Arnor they were allied with the
Witch-King of Angmar, but were so diminished
that it is not known if any are still left living.
- Lake-men – hail from the town of Esgaroth
on Long Lake to the south of Erebor. A trading
folk, they have dealings with the Men of Dale
as well as Dwarves and the Wood-elves of Mirkwood.
- Men of Dale – dwell in the city of the
same name which lies at the foot of the Lonely
Mountain. In the great days of old, Dale in
the north was said to have flourished. They
are kin to the Lake-men.
- Men of Dorwinion – tend to the vineyards
in the wine region of the Rhovanian Wilderland.
These folk are akin to the Men of Dale. The
vintners of Dorwinion trade often with Thranduil’s
Kingdom of Wood-Elves in Mirkwood and the Lake-men.
- Men of Eriador – are the middle-folk
that lived in wide area on the western edges
of the Kingdom of Arnor. It is not known if
any yet remain in the lone-lands running north
of Minhiriath southward to the reaches of Endwaith.
- Men of the Greyflood – dwelled at one
time in the vales along the River Greyflood.
They are kin to the Men of Eriador and share
a similar fate as it is unknown whether any
survived to this day.
- Rohirrim – are the Horse-lords of Rohan
who are renowned for their skills in the breeding
and riding of horses. They are the last remnants
of the Northmen that once dwelt in Rhovanian.
- Woodmen of Mirkwood – share a distant
kinship to the Rohirrim coming from the same
folk who settled in the lands east of the Misty
Mountains. They settled within the north-eastern
and central-western borders of the great forest
Mirkwood.
| STRENGTHS |
A |
B |
C |
D |
E |
F |
Anóriens
Beornings
Drúedain
Gondorians
Hillmen of Rhudaur
Lake-Men
Men of Dale
Men of Dorwinion
Men of Eriador
Men of the Greyflood
Rohirrim
Woodmen of Mirkwood
|
-
1
-
-
-
-
-
-
-
-
1
-
|
m
o
r
m
d
e
e
m
a
a
w
m
|
Y
-
-
Y
-
-
-
-
-
-
Y
-
|
-
-
Y
-
C
-
-
-
-
-
-
-
|
-
-
-
-
9
-
-
3
-
-
-
-
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2
1
-
2
3
2
2
2
2
2
1
2
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A = Stalwart,
B = Enemy, C = Proud, D = Resistance,
E = Swayed, F = Weak-Willed
a – Angmar; c – Corsairs;
d – Dúnedain; e – Easterlings;
g – Gondor; m – Many
o – Orcs; r – Rohirrim; w
– Dunlendings (Wild Men) |
LOW MEN are the
groups of mortals who have long been subjugated
to the Shadow of Morgoth. Some of these Men are
moved by the greed of conquest and plunder. Others
of them have been ever hostile to the kingdoms
of the West and bare a fanatical hatred to the
High Men. A small number of these have moved away
from the Darkness and are not completely evil.
It is a difficult task for a player to manage
a man of this type. Should one still wish to create
a character of this type there are several choices;
each with their own set of liabilities:
- Balchoth – are a fierce, barbaric people
akin to the race of Easterlings, who dwell under
the sway of Dol Guldur. Although they were defeated
by the forces of Gondor and Rohan many centuries
prior to the War of the Ring, they still remain
allied to Sauron. They live on the eastern borders
of Mirkwood.
- Corsairs of Umbar – these pirates are
a warlike race that traces their origins to
a mixture of Black Númenóreans,
Haradrim, and the coastal peoples of Gondorian
descent. The followers of a once noble lord
from Gondor – Castamir the Usurper, these
men use slaves to pull oars on their black-sailed
ships.
- Dunlendings – are a sullen folk, descended
from the people who dwelt in the vales of the
White Mountains in ages past. They inhabit the
Dunland in the southern region of Eriador. Dunlendings
are the ancient enemies of the Rohirrim and
consider the lands of Rohan theirs by right.
These Wild Men have made a pact with Saruman
and are pledged to drive the Horsemen from the
Mark.
- Easterlings – this is the given name
to all the peoples from the unknown lands of
the East. This name applies to all the Easterlings
not specified in a distinct culture. These cruel
fighters tend to be short and stocky with swarthy,
bearded faces.
- Haradrim – or Southrons, as they are
also called come from lands in the far south
of Middle-earth. They are a fierce, warlike
people with doughty, dark-skin. These Men of
Harad are believed to be desert wanderers and
ride horses or the Mûmakil.
- Men of Angmar – are the kin of the Forowaith
who came to dwell in the lands on the northern
fringes of Middle-earth. These evil men wandered
into the fallow lands of Angmar and cast shadows
of fear on Arnor. Called the Men of Carn Dûm,
it is not known if any still exist.
- Men of Bree – are descended from the
People of the White Mountains and kin to the
Dunlendings. They founded a settlement around
a tall, wooded hill not far from the ancient
Barrow-downs. Not given over entirely to evil,
the broad, short and brown-haired men share
Bree with the Hobbits.
- Men of Khand – come from the little-known
land south and east of Mordor. It is believed
that they are of mixed blood of Easterlings
and Southrons.
- Thralls of Nurn – are the slaves who
tend the fields in the lowlands surrounding
the Sea of Núrnen. It is believed Sauron
has formed a host of grim, axe-wielding men
from the strongest of these slaves.
- Snowmen of Forochel – called also the
Lossoth, are a strange, unfriendly people, a
remnant of the Forowaith, men of the far-off
days accustomed to the bitter cold of the icy
wastes. They can make shelter using only snow
and can run on the ice with bones on their feet
and pull wheel-less carts.
- Variags – hail from the lands of Khand,
they are akin to the Easterlings and Haradrim,
though they have a distinct culture which separates
them from the others who also dwell there.
- Wain Riders – are a people who come
from the lands east of the seat of Rhûn,
they are eager for conquest and are filled with
a hatred for Gondor. These men are strong and
well-armed; with their chieftains leading them
in chariots. They defend their lands from many
fortified camps of wagons and journey in great,
laden wains.
| STRENGTHS |
A |
B |
C |
D |
E |
F |
| Balchoth
Corsairs of Umbar
Dunlendings
Easterlings
Haradrim
Men of Angmar
Men of Bree
Men of Khand
Men of Nurn
Snowmen of Forochel
Variags
Wain Riders |
|
m
g
r
m
g
d
-
g
g
-
g
g |
-
Y
-
-
Y
Y
-
-
-
-
-
Y |
-
H
C
-
H
C
-
H
H
C
H
- |
9
9
6
9
9
9
3
9
9
6
9
9 |
3
2
2
3
2
3
2
3
3
2
3
3 |
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A = Stalwart,
B = Enemy, C = Proud, D = Resistance,
E = Swayed, F = Weak-Willed
a – Angmar; c – Corsairs;
d – Dúnedain; e – Easterlings;
g – Gondor; m – Many
o – Orcs; r – Rohirrim; w
– Dunlendings (Wild Men) |
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Concerning the race
of the Little People. They are a folk with beginnings
that are shrouded in mystery. They do not figure
in any of the tales of earlier time for there are
no records of their existence before the Third Age
of the Sun. Their exact ancestry is uncertain, though
it is said that the Hobbits are somehow related
to the race of Men and it is known that they are
mortal. Being such a quiet, unobtrusive people the
Hobbits may well have been living their peaceful
lives for sometime, all but unnoticed. The Hobbits
are a short folk, shorter yet less stocky than the
Dwarves. Also, unlike the Dwarves, they have no
beards, though their feet are covered in hair. They
settled in the peaceful lands of the Shire (though
some dwell in Bree) and it was there they prospered,
living in quaint holes with windows looking out
of the hillsides. Hobbits live a simple life, tending
to their land and compiling complicated genealogies.
They eat four good meals a day (more if they can)
and favor the smoking of pipeweed and the drinking
of ale. They are a peaceful folk; the last battle
in the Shire was a combined effort to rid the white
wolves that had invaded in the harsh winter of 2911.
Though they claim to have sent a company of archers
to aid in the Battle of Fornost, there are no records
elsewhere of their presence. Though Hobbits may
appear to be as soft as butter, they can surprise
even the wise in their resilience and courage in
times of trouble. While it is true that Hobbits
have no magic about them or craft Enchantments,
their skills in hiding and moving quietly are such
that some may think they use magic to disappear.
There are three branches of Hobbit-kind –
FALLOWHIDES are
the tallest and fairest, they too are the least
numerous - loving the woodlands and the company
of Elves. HARFOOTS
are the greatest in number and are shorter than
the rest. They favor the hills and have dealing
with the Dwarves. STOORS
are a broader folk, favoring the lowlands and
river-bottoms. They are common to Buckland and
the village of Bree.
| MERITS |
FLAWS |
Dauntless/Elusive
Keen Sense (1)*/Riddle-Master
Resilience/Resistance - Pain
Stalwart (1)/Sure to the Mark |
Aversion – Open Water
†
Obsession – Pipeweed & Ale
Wanderlust ‡ |
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* Sight and Sound
† Except Stoors
‡ Fallowhides only |
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There are other hazards in the Hither
Lands, outside of actual combat, that will
come to face a character over the course
of their adventures.
- BURNING – fire damage is capable
of horrid effects on a character. It can
leave someone with hideous scars and is
difficult to recover from. All injuries
from Burning take twice as long to heal.
A character taking more than half of their
total amount of Vitality will be left
forever scarred. Smoke inhalation and
subsequent suffocation is handled in the
same manner as drowning.
- DROWNING – a character can hold
their breath equal to the following formula:
Might + Will x 12 = maximum number of
seconds. For each second beyond this amount,
in which a character holds their breath,
will result in a point of Stamina lost.
Once unconscious, Vitality is reduced
at the rate of one point per minute, until
saved or death occurs. A test of Will
(Will + d12) can be attempted to see if
a character can be revived. Situational
modifiers and any Vitality penalties should
apply to such tests.
- FALLING – for general purposes
a character can withstand a drop of less
than six feet without sustaining any damage.
At six feet, a fall will incur a loss
of one point in Lifeblood. For every three
feet thereafter, falling will cause one
point of additional damage to Lifeblood.
Gamemasters may apply appropriate modifiers
in certain situations which might reduce
or increase the impact of the fall.
- POISONS/TOXINS – shows the first
signs of effects to a character’s
Stamina. The rate in which the poison
works is variable, usually reducing Stamina
at a rate of 1-12 points per minute. If
the toxicity level is severe enough an
antidote must be administered or a character
may die. Once all Stamina a character
will begin to lose points of Lifeblood.
A test of Will, with any modifiers, may
be attempted to see if the one’s
body can fight off the effects of the
poison or toxin.
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The healing rate for injuries
is one point of Vitality for every six days.
This is time it takes to recover under normal
circumstances with the character receiving
little treatment. It is possible for this
rate to be altered through a number of methods
of aid and care. There are Enchantments which
can also speed the recovery time of those
who have been wounded. |
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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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