current version v1.01  
 
  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.
 
 
  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.


 
 
  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

 
 
  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.  
 
  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
Arrogance – N/S/T
Call of the Sea – N/S
Fey ‡ – T
Parted ¥– N/S/T
Proud – N/S/T

 
 
 

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

 
 
 

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

Aversion - Animals
Covetous
Obsession †
Parted – Elves
Possessive
Proud
Stubborn
 
 
 

* Sight and Hearing
† Gold and Mithril

 
 
 

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.

  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.
 
 
     
 

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
     
    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
    -
    -
    -
    -
    2
    1
    -
    2
    3
    2
    2
    2
    2
    2
    1
    2
     
    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

    -
    1
    -
    -
    -
    -
    -
    -
    -
    -
    -
    1

    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
     
    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)
 
 
  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 ‡
 
 
 
* Sight and Sound
† Except Stoors
‡ Fallowhides only
 
 
 

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.
 
 
  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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