3. CHARACTER RACES
1) Introduction
This section describes the races of Middle-earth. Brief histories and descriptions are given of all the races but for more detailed information, it would be best to refer to Tolkien's original works.
2) Dwarves
a) Description
The histories of the Dwarves tell of the Seven Fathers, created at the dawn of the world. The Seven Fathers founded seven Tribes, each with its own Mansion. In the histories of the Elves, however, onlt three are mentioned: Durin the Deathless, Father of the Longbeards, who created Khazad-Dum; Bighal, Father of the Firebeards who dwelt at Belegost in the Blue Mountains; and Telphor the Cold, Father of the Broadbeams, who made Nogrod their home.
Dwarves are shorter and stockier than Men, standing between 4 and 5 feet in height with Medium or Heavy Body Frames. (The player can choose which Body Frame or roll randomly on 1D6: a roll of 1 – 4 means Medium, a roll of 5 – 6 being Heavy.) They are strong and tough, unwearying in labour or battle. Hair colours are generally dark with brown eyes but some Dwarves may have reddish hair. All male Dwarves sport long beards, often extravagantly spiked, forked or braided. There are few Dwarf women and these are jealously guarded in the Dwarves' mountain strongholds.
The Dwarf personality is generally stern, stubborn and proud. They rarely forget insults or wrongs and may bear a grudge for many, many years. They are not fond of Elves (there historically being much bad blood between the two kindreds) but reserve most of their hatred for Trolls and Orcs. The Dwarves have suffered greatly at the hands of the latter but have repaid that suffering in full and more. While often taciturn and grim, Dwarves are also great traders, having struck up mutually profitable trade deals with all of the Free Peoples.
b) Racial Abilities – All Dwarves
Craftsmanship – All Dwarves start the game with 20% in two Craft skills of the player's choice.
Firestarting – Dwarves have a natural talent for starting fires and get +10% on Survival (Terrain Type) when trying to start a fire.
Tireless – Dwarves can march long distances while carrying heavy loads and can still fight when they reach their destination. Accordingly, Dwarves ignore skill penalties for Light and Medium encumbrance and halve the penalty for Heavy encumbrance. Further, they halve all penalties for Fatigue.
Khuzdul – the secret language of the Dwarves, rarely taught to those of other races. All Dwarves begin the game with INT x 5% skill in Speak Khuzdul. Those Dwarves from literate classes (Noble, Sage, Merchant, Magician) begin the game with Read/Write Khuzdul at INT x 5%.
Long Life Span – Dwarves live approximately 250 years. Rarely, Dwarves reach 300 years.
Corruption – Dwarves were created when Middle-earth was dominated by Morgoth, the Great Enemy and naturally resist the corrupting effects of Evil. They get +10% to starting Essence (ESS) for resisting corruption.
c) Attributes
Roll attributes as follows for all Dwarves.
|
STR |
4D6 |
|
CON |
3D6+2D4 |
|
SIZ |
1D8 + 4 |
|
INT |
3D6 |
|
POW |
3D6 |
|
DEX |
3D6 |
|
CHA |
3D6 |
Attribute Modifiers for the Pick Method
STR + 3 ; CON + 5
3) Elves
a) Description
The Elves are the most ancient race in Middle-earth, the Firstborn Children of Iluvatar who awakened by the shores of Cuivienen when the world was young and illuminated only by starlight, there being no Sun or Moon in those far off days. The Elves called themselves the Quendi, the Speaking Peoples.
Early in their history the Elven race was fragmented with some members of the race departing over the great Sea to dwell with the Valar. But this journey was long and some of the Elves who began the journey never finished it, and decided to remain in Middle-earth. Other Elves, fearing the Valar, did not undertake the journey at all. A further group of Elves completed the journey to Valinor only to return in later centuries.
In Ancient times the Elves who set out on the Journey to Valinor became known as the Eldar, and they belonged to three Kindreds: the Vanyar, the Noldor and the Teleri. Of these, the Vanyar completed the journey and remained forever in Valinor. The Noldor remained for a time but came back to Middle-earth swearing vengeance on Melkor (known as Morgoth, the Great Enemy) for the theft of the Silmarils. The Teleri did not complete the Journey and instead remained in Middle-earth, becoming the Grey Elves, or Sindar. Those Elves who did not begin the journey were known as the Avari (The Unwilling) and dwelt in Middle-earth's vast forests, becoming the Silvan Elves.
In appearance, Elves are tall, standing at least as tall as a Man and often taller. Some reach seven feet in height. They are graceful and slender, having a Light Body Frame, and are possessed of great beauty. A brief note on the appearance of the three main Kindreds (Noldor, Sindar, Silvan) is given with each Kin's description.
b) Racial Abilities - All Elves
Immortal – Elves are immune to the effects of aging and cannot die of old age. They can, however, die by violence, poisons or be stricken by great grief. Elves who meet their end in this way are reincarnated in the Halls of Mandos, to await the end of the world. Elves are also immune to normal diseases but magical afflictions (such as the Black Breath of the Nazgul or wounds from a Morgul Blade) will affect them.
Sharp Eyed – All Elves have acute vision and have +20% See skill. Further, as appropriate for a race who lived under starlight, Elves half the penalties for insufficient light.
Nimble – Elves are lithe and quick, having +20% Acrobatics skill.
Elven Sleep – Elves do not require sleep as Men, Dwarves and Hobbits do. By slipping into a form of restful meditation and allowing their minds to 'wander the strange paths of Elven dreams' they recover lost fatigue points as the other races do. One hour of this Elven Sleep is as good as eight hours sleep for a Man, restoring all lost Fatigue Points.
Languages and Writing – As befits the Speaking People, Elves begin with some skill in speaking the languages of other races, and may also write them if they have a written form.
Leaving Middle-earth – The time of the Elves is passing and they are leaving the shores of Middle-earth, seeking the Straight Road to Elvenhome. The days of their great deeds are drawing to a close. The races of Men are in the ascendent. Elves receive only two Fate Points at the start of the game reflecting the fact that their time is almost at an end.
c) Noldor (High Elves)
In appearance, Noldorin Elves tend to have grey or blue eyes and black hair, though one family line of the Noldor has golden blond hair.
Roll attributes as follows
|
STR |
3D6 |
|
CON |
3D6 |
|
SIZ |
3D6 + 3 |
|
INT |
3D6 + 1D10 |
|
POW |
5D6 |
|
DEX |
3D6 + 1D4 |
|
CHA |
3D6 + 2D4 |
Attribute Bonuses for the Pick Method
SIZ + 3; DEX +2; INT + 5; POW + 7; CHA + 5
Noldor Elves are very powerful and they should be handled with care (or banned outright) as PCs.
Noldor Racial Abilities
Noldorin Elves receive the following extra abilities over and above those described above as being common to all Elves.
Noldorin Lore – Noldorin Elves are accounted the greatest craftsmen and scholars in Middle-earth. This gives the Elf 100 percentage points to distribute freely amongst any Lores or Craft skills (often silversmith, goldsmith, armoursmith, jewelsmith, weaponsmith).
Languages – Quenya (High Elven, INT x 5%), Sindarin (INT x 5%), Silvan (INT x 4%), Westron (INT x 4%). The Elf may write these languages with the same percentage skill.
Corruption – Noldor Elves get +20% to starting Essence for resisting corruption.
d) Sindar (Grey Elves)
The Sindar Elves have blue, green or grey eyes and honey blond hair.
Roll attributes as follows
|
STR |
3D6 |
|
CON |
3D6 |
|
SIZ |
3D6 + 1 |
|
INT |
3D6 |
|
POW |
4D6 |
|
DEX |
4D6 |
|
CHA |
3D6 + 1D4 |
Attribute Bonuses for the Pick Method
SIZ + 1; POW + 3; DEX + 3; CHA + 2
Sindar Racial Abilities
Sindarin Elves receive the following extra abilities over and above those described above as being common to all Elves.
Musical Gifts – Sindarin Elves are accounted great musicians. They receive one Play Instrument skill (for an instrument of the player's choice) at 50% plus Manipulation bonus.
Languages – Sindarin (INT x 5%), Quenya (High Elven, INT x 4%), Silvan (INT x 4%), Westron (INT x 4%). The Elf may write these languages with the same percentage skill.
Corruption – Sindar Elves get +10% to starting Essence for resisting corruption.
e) Silvan (Wood Elves)
Silvan Elves are slightly less powerful and “grand” than Sindar Elves. The Silvan Elves have brown eyes and fair hair.
Roll attributes as follows
|
STR |
3D6 |
|
CON |
3D6 |
|
SIZ |
3D6 |
|
INT |
3D6 |
|
POW |
3D6 + 1D4 |
|
DEX |
4D6 |
|
CHA |
3D6 + 1D4 |
Attribute Bonuses for the Pick Method
POW + 2; DEX + 3; CHA + 2
Silvan Racial Abilities
Silvan Elves receive the following extra abilities over and above those described above as being common to all Elves.
Woodsy – Silvan Elves receive a +10% bonus on the following skills: Survival (Woodland), Track, Weather Sense.
Languages – Silvan (INT x 5%), Sindarin (INT x 4%), Quenya (High Elven, INT x 3%), Westron (INT x 3%). The Elf may write these languages with the same percentage skill.
Corruption – Sindar Elves get +10% to starting Essence for resisting corruption.
4) Hobbits
a) Description
In general Hobbits stand 2 to 4 feet tall. Their Body Frames are Medium or Heavy (player choice or randomly roll 1D6: 1 – 4 = Medium; 5 – 6 = Heavy). They have curly dark hair on their heads and on the tops of their leathery-soled feet. Only after the events described in The Lord of the Rings do Hobbits have blond hair.
There are three Hobbit breeds: the Harfoots, the Stoors and the Fallohides. The nimble-fingered Harfoots, the most common of Hobbit-kind, prefer highlands and hillsides and even the company of Dwarves, and are smaller, shorter and browner of skin than their cousins. The Stoors, broader and heavier in build with larger hands and feet, prefer river-banks and flat lands. Less shy of Men than their cousins, Stoors have even been known to grow downy beards. The Fallohides are the least numerous of Hobbit-kind. Taller, slimmer and fairer of skin and hair than other Hobbits, they are more friendly with Elves and had more skill with languages and song than handicrafts.
Hobbits love their food and will happily consume six meals a day if they can get them. They are not, as a rule, fond of water, boats or swimming. Only Hobbits with a strong Stoorish nature (those from Buckland and the Marish, for example) have some skill with water-craft.
b) Racial Abilities - All Hobbits
Six Meals a Day – Hobbits start with the Craft (Cooking) skill at 25% + Manipulation bonus.
Stealthy – Hobbits have the ability to 'disappear' when Big Folk come blundering along. This is not a magical ability, but it may seem so to those trying to spot them. Hobbits get a +20% bonus on their Hide and Move Quietly skills. Further, anyone trying to track a Hobbit gets a -10% penalty on their Track skill.
Life Span – Hobbits often live 80 or more years. Some reach 100 and may be regarded as 'well preserved'.
Sure at the Mark – Hobbits get a +10% bonus to their Throw/Catch skill, and +10% to their Attack skills with Shortbow and Sling.
Corruption – Hobbits are surprisingly tough-minded and add +10% to their starting Essence for resisting Corruption.
c) Fallohides
Roll attributes as follows
|
STR |
2D6 |
|
CON |
3D6 |
|
SIZ |
1D3 + 3 |
|
INT |
3D6 + 1D4 |
|
POW |
3D6 |
|
DEX |
3D6 + 1D4 |
|
CHA |
3D6 |
Attribute Bonuses for the Pick Method
INT + 2; DEX +2
d) Harfoots
Roll attributes as follows
|
STR |
2D6 |
|
CON |
3D6 |
|
SIZ |
1D3 + 3 |
|
INT |
3D6 |
|
POW |
3D6 |
|
DEX |
3D6 + 2D4 |
|
CHA |
3D6 - 1D4 |
Attribute Bonuses for the Pick Method
DEX + 4; CHA - 2
e) Stoors
Roll attributes as follows
|
STR |
2D6 |
|
CON |
3D6 |
|
SIZ |
1D3 + 3 |
|
INT |
3D6 |
|
POW |
3D6 |
|
DEX |
3D6 + 2D4 |
|
CHA |
3D6 - 1D4 |
Attribute Bonuses for the Pick Method
DEX + 4; CHA – 2
5) Men
a) Description
The vast run of Men – called the Middle Peoples – can fit any physical description, having a wide range of hair and eye colours, skin tones and Body Frames. This reflects the intermarriage and mixed heritage of many of the Men of Middle-earth. The Middle Peoples are found all over Middle-earth, from Bree in the North, throughout Eriador and Wilderland, in the Vales of Anduin, under the eaves of Mirkwood, to Dale and the shores of the Sea of Rhun in the East. The player is generally free to choose any of these factors for these characters. In special cases, the player may like to follow the general appearances for other Mannish types set out below.
The Dunedain (singular Dunadan), descendents of the Numenorean Kings in Exile of the Northern kingdom of Arnor, have dark hair and blue or grey eyes. Gondorian families who have retained a pure blood-line also share this appearance, as befits their Numenorean ancestry.
The Rohirrim, the Horse Lords of Rohan, have blond hair and blue or grey eyes.
Wild Men are of barbaric heritage. These include the Woses of Druadan Forest and the Lossoth Tribes of the far North. Generally, these men are short and squat with dark hair and eyes.
Men of Darkness, those Men who dwell in the South and East of Middle-earth and are followers of Sauron, have dark hair and eyes and swarthy or black skin. This includes the Haradrim tribes and Easterling warriors who fought in the War of the Ring.
Dark Numenoreans, descendents of Men who were defeated in a bloody civil war in Gondor and who fled south, have dark hair and eyes. They are counted as nobles and leaders in their countries where they have maintained pure blood-lines, rather than mingling with the Southrons and Easterlings over whom they rule. Dark Numenoreans harbour a bitter hatred of Gondor and the West.
b) Racial Abilities - All Men
The Gift of Men – Elves are bound to the fate of Middle-earth until the end of all things. Men, however, have been gifted with an immortal soul which passes on to an afterlife when the body dies. Where this afterlife is and what it is like is a mystery to all.
Life Span – Men live the traditional three score and ten years (i.e. 70 years). This applies mainly to the Middle Peoples, Wild Men and Men of Darkness. The Numenoreans lived considerably longer and their descendents (the Dunedain, Gondorians and even Dark Numenoreans) retain this heritage, sometimes living to the age of 200.
Fast Learners – Men are bound to age and die within a fairly short span of years (when compared to Elves and Dwarves, at least). Thus, Men are driven to make the best of their lot as quickly as possible. When created, Mannish characters choose their eight to ten Class Skills and allot 300 points among them. These skills improve at 1D10% per skill check. Further, a Mannish character may choose any three more skills to improve at the D10% rate, rather than the 1D6% for other non-class skills. (See the Character Classes and Game System chapters for more details.)
Dominion of Man – The Fate of Middle-earth is in the hands (and balanced on the sword-blades) of Men. The times of their great deeds are beginning. To reflect this, Men receive an extra Fate Point(i.e. 4, rather than 3) when starting the game.
c) Western Numenorean Descendents (Dunedain of the North, Gondorian Nobility)
Roll attributes as follows
|
STR |
3D6 |
|
CON |
3D6 |
|
SIZ |
3D6 |
|
INT |
4D6 |
|
POW |
4D6 |
|
DEX |
3D6 |
|
CHA |
4D6 |
Attribute Bonuses for the Pick Method
INT +3; POW +3; CHA +3
Racial Abilities
Numenorean Descendents receive the following extra abilities over and above those described above as being common to all Men.
Perceptive – It is said that certain Dunedain and Gondorians can see into the hearts of Men and divine their purpose. Thus, these people get +10% on their Insight skill when used on other Men. The bonus does not apply when using Insight on other races.
Learned – These people have the wit to learn much in their long lives. The player may choose any one Lore or Language skill at 20% when the character is created.
Corruption – Dunedain and Gondorian Noble families get +10% to starting Essence for resisting corruption.
d) Middle People
Technically, the Middle Peoples should have no adjustments, as these are the base from which all others are derived. However, roll attributes as follows:
|
STR |
3D6 + 1D4 |
|
CON |
3D6 + 1D4 |
|
SIZ |
3D6 |
|
INT |
3D6 |
|
POW |
3D6 |
|
DEX |
3D6 |
|
CHA |
3D6 |
Attribute Bonuses for the Pick Method
+4 points distributed as the player sees fit, reflecting the mixed heritage of these people.
Racial Abilities
The Middle Peoples receive the following extra abilities over and above those described above as being common to all Men.
Corruption – The Middle Peoples get no bonus to starting Essence for resisting corruption.
e) Men of Darkness (Haradrim, Easterlings)
Roll attributes as follows
|
STR |
3D6 + 1D4 |
|
CON |
3D6 |
|
SIZ |
3D6 |
|
INT |
3D6 - 1D4 |
|
POW |
3D6 |
|
DEX |
3D6 + 1D4 |
|
CHA |
3D6 |
Attribute Bonuses for the Pick Method
STR + 2; DEX + 2; INT – 2
Racial Abilities
Men of Darkness receive the following extra abilities over and above those described above as being common to all Men.
Corruption – Men of Darkness, many of whom are already under the sway of the Enemy, get a -10% penalty to starting Essence for resisting corruption.
f) Wild Men (Lossoth, Woses, barbaric tribes of the East)
Roll attributes as follows
|
STR |
4D6 |
|
CON |
4D6 |
|
SIZ |
3D6 -1 (*) |
|
INT |
3D6 |
|
POW |
3D6 |
|
DEX |
3D6 + 1D4 |
|
CHA |
3D6 – 1D4 |
Attribute Bonuses for the Pick Method
STR + 3; CON + 3; DEX +2; CHA – 2; SIZ – 1 (*)
* Subtract 1 from SIZ if it's 10 or more.
Racial Abilities
Wild Men receive the following extra abilities over and above those described above as being common to all Men.
Corruption – Wild Men get no adjustment to starting Essence for resisting corruption.
Survival Bonuses – Wild Men get +10% to their starting Survival, Track and Weather Sense skills. Furthermore, when in the wild lands, they also gain +10% to Move Quietly, Ambush and Hide skills, but this bonus is lost in any built up area.
g) Dark Numenoreans (Umbar, Southron and Easterling Nobility)
Roll attributes as follows
|
STR |
3D6 |
|
CON |
3D6 |
|
SIZ |
3D6 |
|
INT |
3D6 + 1D4 |
|
POW |
3D6 + 1D4 |
|
DEX |
3D6 |
|
CHA |
3D6 + 1D4 |
Attribute Bonuses for the Pick Method
INT + 1; POW + 1 ; CHA + 2
Racial Abilities
Dark Numenoreans receive the following extra abilities over and above those described above as being common to all Men.
Corruption – Though under the sway of the Enemy, the overbearing arrogance of these Men means they have no penalty (or bonus) to their starting Essence for resisting Corruption.
h) Rohirrim
Roll attributes as follows
|
STR |
3D6 + 1D4 |
|
CON |
3D6 |
|
SIZ |
3D6 |
|
INT |
3D6 |
|
POW |
3D6 |
|
DEX |
3D6 + 1D4 |
|
CHA |
3D6 |
Attribute Bonuses for the Pick Method
STR + 2 ; DEX + 2
Racial Abilities
Rohirrim receive the following extra abilities over and above those described above as being common to all Men.
Born to the Saddle – Rohirrim start with Ride skill at 40% + Agility Bonus.