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1 Additional Races & Cultures of Middle-earth The following are general descriptions of the rare races of Middle-earth that for some reason or another were left out in the publication of the MERP handbook. These descriptions were taken from various sources mostly from previous MERP magazine publications such as Adventure Club, Grey Worlds, and Other Hands. Whenever possible, the source along with the author was provided. Naturally, certain individuals will differ to varying degrees. Certain modifiers are included for purposes of realism, but GMs should feel free to omit them if they consider them to be unwieldy. The information is intended to serve as a guideline for equipping and developing both player characters and powerful or otherwise significant non-player characters. The Dark-Dwarves The MERP rulebook only includes the most common type of Dwarves, the Naugrim in the tongue of the Sindar. But known to only the most wise is a small group of dwarves known as the Dark Dwarves or Mornaugrim as spoken in the tongue of the Sindar. The Mornaugrim are related to the dwarves but having been under the shadow of the Dark Lord for so long, their spirit and physical form have been corrupted. This article is an attempt to bring the Dark Dwarves to life for MERP players to use as an additional character race. The Dark-Dwarves 1 The main tribes of the Mornaugrim know only that Draven was a great and beloved servant of Mahal/Sauron, and gave his life in battle. While they don't generally revere ancestors, they do revere Fadon Stonetoe as the father of their tribe(s), and Draven Stonetoe as the greatest hero of their kind. Mornaugrim are few in number and secretive. Only a few of the Wise know they exist and they keep the legend to themselves. Dwarves know the tale of the Mornaugrim as a childhood bedtime story meant to frighten them when they were younger. The Mornaugrim, through the years, have become twisted and evil with their long association with the Dark Lord. They serve him and wrought melancholic weapons of cruel might to be used against the Free People of Middle Earth. Physical Character Build: They possess hard and very angular facial features. In contrast with dwarves, they are gaunt (for dwarves) and taller. They are hump around the shoulders. Males average 140 pounds while females average 120 pounds. Their hair and beard is thick as wire and often left unkempt and tangled. Coloring: They are distinguishable from other dwarves by their remarkable alabaster to light bluish-gray complexions. Their hair tends to be black with provides a shock contrast to their complexion. Brown hair is uncommon while red is rare. Their eyes tend to be more round than oval and range in coloring from fiery red to auburn brown. Dark Dwarves have a high rate of melanism, which results in ebony or 1 Idea taken from Iron Crown Enterprises’ Gorgoroth, Charlottesville, 1990 and special assistance from The Crimson Pryrate.

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Page 1: Additional Races & Cultures of Middle-earth - Web - Web …webspace.webring.com/people/gm/merp_middleearth/Culture.pdf · Additional Races & Cultures of Middle-earth The following

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Additional Races & Cultures of Middle-earth

The following are general descriptions of the rare races of Middle-earth that for some reason or anotherwere left out in the publication of the MERP handbook. These descriptions were taken from varioussources mostly from previous MERP magazine publications such as Adventure Club, Grey Worlds, andOther Hands. Whenever possible, the source along with the author was provided.

Naturally, certain individuals will differ to varying degrees. Certain modifiers are included for purposesof realism, but GMs should feel free to omit them if they consider them to be unwieldy. The informationis intended to serve as a guideline for equipping and developing both player characters and powerful orotherwise significant non-player characters.

The Dark-DwarvesThe MERP rulebook only includes the most common type of Dwarves, the Naugrim in the tongue of theSindar. But known to only the most wise is a small group of dwarves known as the Dark Dwarves orMornaugrim as spoken in the tongue of the Sindar. The Mornaugrim are related to the dwarves buthaving been under the shadow of the Dark Lord for so long, their spirit and physical form have beencorrupted. This article is an attempt to bring the Dark Dwarves to life for MERP players to use as anadditional character race.

The Dark-Dwarves1

The main tribes of the Mornaugrim know only that Draven was a great and beloved servant ofMahal/Sauron, and gave his life in battle. While they don't generally revere ancestors, they do revereFadon Stonetoe as the father of their tribe(s), and Draven Stonetoe as the greatest hero of their kind.Mornaugrim are few in number and secretive. Only a few of the Wise know they exist and they keep thelegend to themselves. Dwarves know the tale of the Mornaugrim as a childhood bedtime story meant tofrighten them when they were younger. The Mornaugrim, through the years, have become twisted andevil with their long association with the Dark Lord. They serve him and wrought melancholic weapons ofcruel might to be used against the Free People of Middle Earth.

Physical Character Build: They possess hard and very angular facial features. In contrast

with dwarves, they are gaunt (for dwarves) and taller. They are humparound the shoulders. Males average 140 pounds while femalesaverage 120 pounds. Their hair and beard is thick as wire and oftenleft unkempt and tangled.

Coloring: They are distinguishable from other dwarves by theirremarkable alabaster to light bluish-gray complexions. Their hairtends to be black with provides a shock contrast to their complexion.Brown hair is uncommon while red is rare. Their eyes tend to be moreround than oval and range in coloring from fiery red to auburn brown.Dark Dwarves have a high rate of melanism, which results in ebony or

1 Idea taken from Iron Crown Enterprises’ Gorgoroth, Charlottesville, 1990 and special assistance from TheCrimson Pryrate.

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purple skin with vanilla-white hair and beard. Those suffering from melanism tend to have eyes thatare crystal blue to ice blue in color. Dark Dwarves consider melanism as a sign of good fortune.

Endurance: Exceptional. They carry medium burdens over long distances with little rest. Height: 4 ½ to 5 feet tall. Lifespan: 175-300 years Resistance: Since their subversion to the Dark Lord, Dark Dwarves have lost some of the renown

dwarven toughness. They are not as strong willed and resistant to magic as other dwarves. Still theyare very hardy. They are resistant to fire and cold (+20 bonus versus heat and cold). Also, due totheir close proximity with grimy orcs and filthy goblins over the centuries, they have developed aspecial resistance against poisons.

Special Abilities: Dark Dwarves see well in the extreme darkness. In dim light they can see 70'perfectly, and well to 140'. They can see 10’ in total darkness (non-magical). Their eyes glow with afaint reddish hue. Their eyes are sensitive to sudden bright light. They receive a –10 to bright lightand blinding attacks.

Culture Clothing and Decoration: Most wear their beards long, tangle and unkempt. Some are clean

shaved. Their hair is much the same way as their beards. They favor black or dark colored clothes,with hooded cloaks.

Fears & Inabilities: Like most dwarves, they are poor swimmers (-50 to Swimming maneuvers).They suffer from the Curse of Durin, which makes them feel extremely uncomfortable in thepresence of other dwarves. (-10 to all movement and maneuver activities in the presence of dwarves;this does not apply in the heat of battle)

Lifestyle: Dark Dwarves are very secretive; even more so than other dwarves are. They are greatcraftsmen and stoneworkers. But the things they create lack the intrinsic high-quality showmanshipas other dwarves. Instead their crafts shows a dark brooding melancholic quality of strange designsand grotesque forms. They live in underground cities cut deep into the mountains. They often shunthe outdoors preferring the darkness of their carved forlorn caverns. A circle of clerics rule over thesecretive city with a supreme cleric presiding over the circle. They appoint a king who acts ascommander in chief in times of war and administrator in times of peace. Females play an importantrole in the governing of the city. Several are members of the circle of clerics.

Marriage Pattern: The ratio of female to male among the Dark Dwarves is much higher thandwarves in general. Marriage is tends to be monogamous and for life. The line is traced throughmale.

Religion: They hold formal religious practices design to promote loyalty and fear of Dark Lord. TheMornaugrim believe Sauron to be the incarnate form, or at least incarnate representative of Mahal.Although a few in secret, still revere Mahal, the maker of all Dwarves and do not allude to the DarkLord. Unlike other dwarves they do not hold their kings nor their ancestors with any specialreverence except for Dravon and Fadon who are respected as founding fathers of their race.

Other Factors Demeanor: Secretive, mettlesome, nervous, cynicism, relentless and often ambitious and greedy. In

battle, they are fierce and deliberate. Unlike other dwarves, they do not share kinship with otherdwarves only with their immediate and extended family members. They have a strong sense offamily honor. Each family seeks to improve their lot and are in competition against the otherfamilies. Like other dwarves, they always honor agreements to the letter. They always try to obtainthe best bargain.

Language: Starting Languages: When in public or about in the wild, Dark Dwarves speak Westorn(Rank 2), or some Logathig (Rank 3). Among themselves, they speak Khuzdul (Rank 5), the secrettongue of all Dwarves. Skill Development: They have many doings with the Dark Lords’ many

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minions, which provide a great opportunity for learning the languages of foreign lands. They canlearn the languages of Adûnaic (Rank 2), Varadja (Rank 3), Haradaic (Rank 3) and Black Speech(Rank 2).

Prejudices: Due to their Sauronic views, they do not like Elves and Dunedians. By necessity, theyinteract with goblins with a wary eye. They feel a pang of guilt and uncomfortable around otherdwarves.

Restrictions on Professions: Like dwarves, Dark Dwarves cannot become Bards or Magicians.

Outfitting Options Weapons: Scimitar, dagger, cross bow, sling, short sword, hand axe, war hammer, battle axe, and

spear, and javelin. Armor: Any. They tend to favor fine chain armor. Target and wall shields are popular. Clothing: Outer garb: Like dwarves, they wear detachable hood fastened with a brooch. Heavy

chains are often used as belts. Steel-toed dark leather boots are worn with chains and studded metal.These garments are solid black or various shades of black color. Inner garb: They wear loose fittingleather trousers and jerkins or wool tunic, usually of black, red or dark blue hues and often decoratedwith metal studs and epaulets.

Money: 2 gold pieces or a gem of comparable value.

Background OptionsNormal, 3 background options.

Special Abilities: All available. Replace the range 56-60 with; Earth Sense, an ability to discerndifferent types of minerals by sound. This ability adds +10 to knowledge to earth lores and locatingminerals. Replace the range 71-75 with Underground Orientation; character always knows thedirection of true north and the approximate elevation of his or her location.

Special Items: All available. Usually with fanciful engravings but without gems, etc. Finely-madeweapons and armor is common.

Extra Money: Precious stones or coinage worth 2-200 gp. Hobbies: Primary Skills: M/M in any armor; 1-H edged, missile, concussion, and pole-arm weapons

skills, disarm trap, tracking, and stalk/hiding skills; perception; and body development. SecondarySkills: caving, contortions, trickery. Artistic Skills: instrumental music. Craft Skills: smithing,fletching, trap building. Influence Skills: Torture, public-speaking. Lore Skills: Earth lores, Orc lore,Demon lore, local geography, local history, and other geographies.

Stat Increases: Any stat may be increased except Intelligence and Presence.Extra Languages: In addition to the tongues listed above, a Dark-Dwarf might in unusual circumstanceslearn: Adunaic (Rank 2), Apysaic (Rank 2) and Dunael (Rank 1).

The Petty-Dwarves2

Also know by other names, the Petty-dwarves remain a scattered tribe, apart form the original SevenTribes. Petty-dwarves are a stunted people; being smaller than their Dwarven kin. Unlike dwarves, theyare wise in the lore of plants and the wild. They have lost some of the secret of smithcraft for which

2 By Jorge Quinonez First Published in The Adventurer's Club, Issue Ten and Eleven, 1986 with additionalinformation taken from Jens Peters, Hall of Fire, Issue Forty, April 2007.

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dwarves are renowned but still can do great things with stone if given time. They are great miners andstonecutters. Like dwarves, they do not forget easily, and especially remember the wrongs done untothem. Petty-dwarves are very proud and unsociable, rarely communicating outside their own kind. Themost famous of the Petty-dwarves mentioned in the history of Middle-earth is Mim, from the story ofTurin Turambar.

Physical Character Build: Short and stocky, with bowed shoulders. Their heads are

slightly larger than dwarves. Males average 120 pounds; females, 90pounds.

Coloring: Dark brown to gray. Ruddy complexion. Endurance: Exceptional. They carry medium burdens over long

distances with little rest. Height: 3 to 4 feet tall. Lifespan: They are considered adults at the age of 30 but their life

span are shorter than that of dwarves roughly 250-300 years Resistance: Resistance against flame and ice (+30 bonus versus heat

and cold attacks) Special Abilities: Petty-dwarves see well in the dark. In dim light

they can see 50' perfectly, and well to 100'. From long years in thewild, Petty Dwarves have learned how to be secretive and avoid beingseen. They received a +5 to stalk & hide skill.

Culture Clothing and Decoration: Beards, hardly ever braided. Unkempt long hair. Medium garb, usually of

gray hue, with hooded cloaks. Fears & Inabilities: Poor swimmers (-35 to Swimming maneuvers). Lifestyle: Petty-dwarves are secretive; even more so than regular Dwarves. Individual families, and

sometimes, whole communities, make homes which are cut into hills. Since they are food-gathers,such homes always near a forest, where they can gather plants, roots, herbs, etc.

Marriage Pattern: Monogamous and for life. In Dwarvish life only one third of the race is female,whereas in Petty-Dwarvish life, the number of females roughly equals the males. The line is tracedthrough the male.

Religion: They revere Aule, the maker of all Dwarves and since nature plays a large role in the lives,they honor the spouse of Aule, Yavanna.

Other Factors Demeanor: Quiet, possessive, greedy, suspicious, and often treacherous. In some respects they are

weaker than Dwarves, but they make up for this in slyness and cunning. They do not always honoragreements, which they often try to make when their lives are threatened.

Language: Starting Languages: When in public or about in the wild, Petty-dwarves speak Westorn(Rank 5), or some Sindarin (Rank 3). Among themselves, they speak Khuzdul (Rank 5), the secrettongue of all Dwarves. Skill Development: They have great opportunity for learning the languages offoreign lands. The languages of Adûnaic (Rank 2) and Black Speech (Rank 2).

Prejudices: They hate Orcs and Elves, especially the Noldor, who stole their old lands. Petty-Dwarves shun dwarves.

Restrictions on Professions: Petty-dwarves cannot become Bards. Unlike other Dwarves, the Petty-dwarves do produce Mages on rare occasions. Petty-dwarves can cast powerful curse spells (+10 toall curse spells).

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Outfitting Options Weapons: Scimitar, dagger, cross bow, sling, short sword, hand axe, war hammer, battle axe, and

spear, and javelin. Armor: Soft Leather and loose chain are common although most favor chain mail. Clothing: Outer garb: detachable hood with flaps sewn into it, permitting the face to be covered;

heavy cloak fastened with a brooch; boots of heavy leather; these garments are solid dark colors.Inner garb: a leather jerkin or woolen tunic of a deep hue; a wool or linen shirt; close-fitting trousers.

Money: 2 gold pieces or a gem of comparable value.

Background OptionsNormal, 3 background options.

Special Abilities: All available. Replace the range 56-60 with; Herbalist, an ability to work withherbs and poisons add +10 while working with herbs and poisons. Replace the range 71-75 withMiner; character always knows the direction of true north and the approximate elevation of his or herlocation when underground. Replace the range 91-95 with Whispering Ancestors: character can senseand see undead up to 50’ away. Character also receives a +20 RR to Undead fear effects.

Special Items: All available. Usually with fanciful engravings but without gems, etc. Finely-madeweapons and armor is not uncommon.

Extra Money: Precious stones or coinage worth 2-200 gp. Hobbies: Primary Skills: M/M in no armor and chain; 1-H edged, missile, and pole-arm weapons

skills, tracking, and stalk/hiding skills; perception; and body development. Secondary Skills:appraisals, caving, contortions, cookery, foraging, first aid, trickery and weather watching. ArtisticSkills: instrumental music. Athletic Skills: Jumping, sprinting, tumbling. Craft Skills: Weaponsmithing, gold smithing, fletching, trap building and wood crafts. Influence Skills: public speaking,public-speaking. Lore Skills: Animal and plant lores, local geography, local history, and othergeographies.

Stat Increases: Any stat may be increased except Intelligence and Presence. Extra Languages: In addition to the tongues listed above, a Petty-dwarf might in unusual

circumstances learn: Adunaic (Rank 2), Labba (Rank 2), Umitic (Rank 3), Dunael (Rank 1).

BeffraenThe Beffraen were the original inhabitants of Cardolan. They are descended from the ancient Woses, butpossess blood from other peoples (typically by kidnapping), making them somewhat larger than a trueWose. The Beffraen now live only in the area around Eryn Vorn (the old Forest) and the woods south ofthe mouth of Gwathlo, though they once inhabited all the coast of Cardolan.

Physical Character Build: Beffraen generally have a board, stumpy profile marked by wide, flat features, and eep-set

eyes. Short thick legs, heavy lower bodies, and pronounced brows help give them an eerie character– unlike any other man. They have little body hair. Men average 185 pounds, females 155 pounds.

Coloring: Dark hair and eyes with ruddy to swallow complexion. Endurance: Average.

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Height: Men average 5 feet, women 4’ 7”. Lifespan: 40-60 years Resistance: Average Special Abilities: They have excellent night

vision and can see at night as well as theycan during the day. The wide noses of theBeffraen give them an excellent sense ofsmell. Range 100’ upwind, 2000’ downwind,and 500’ in still air, which provides +25 toperception by scent and tracking. They excelin the ways of the forest and tend to live intough environments. They receive a +10 toForaging.

Culture Clothing and Decoration: Clothing is

simple, leather or fur loincloths and robes.Most Beffraen decorate their bodies withlarge tattoos that make religious statementsor relate personal and family history. Malestpically shave all their heads save for a top-knot.

Fears & Inabilities: The Beffraen have beentainted by their associate with Sauron duringthe Second Age. Because of this, theirability to use magic has been affected andthey suffer –10 to all spell casting staticmaneuvers.

Lifestyle: The Beffraen are a hunter-gatherer culture, people with little better than stone technology,although they have many captured weapons. A chief known as ‘klag’, who may be either a warrior ora shaman, leads their tribal groups. They have a very simple tribal organization and a language fewunderstand. The Beffraen are quite adept at handing their small hide skiffs along the rocky coasts ofEriador where they fish; and they must excel in the ways of the forest in order to survive the terrors ofthe Eryn Vorn.

Marriage Pattern: Monogamous, producing few young. The line is traced through the female. Religion: Although the rumor that claims their shamans are on a first name basis with demons is

nonsense, the Beffraen religion is a bitter and grim one, having much to do with the fear of nature andthe outside world.

Other Factors Demeanor: Quiet, suspicious, emotionless, robotic, and xenophobic but at other times, they can be

jolly and personable. Language: Starting Languages: When they do talk, the Beffraen use Pukael (Rank 5) which is

ideally suited to their deep voices and is alien to that of other men. Most know a smattering ofWestron (Rank 2). Skill Development: They many learn Dunael (Rank 4) and Black Speech (Rank3).

Prejudices: They are xenophobic and harbor a particular hatred for the Dunedain. . Restrictions on Professions: Essence spell casters are not permitted. Explorers and Burglars are also

not permitted.

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Outfitting Options Weapons: Club, dagger, short bow, sling, mace, short sword, hand axe, war hammer, battle axe, and

spear, and javelin. Armor: Typically none. However, some do wear soft or rigid Leather armor. Clothing: Clothing is simple, either plain hide leggings, loincloths or robes. They wear sandals with

leather laces racing up their legs. Money: 2 gold pieces or herbs or poisons comparable value.

Background OptionsNormal, 5 background options.

Special Abilities: All available. Replace the range 56-60 with; herbalist, an ability to work withherbs and poisons add +10 while working with herbs and poisons.

Special Items: All available. Usually with fanciful engravings but without gems, etc. Finely-madeweapons and armor, which were stolen, is not uncommon.

Extra Money: Rare herbs or stolen coinage worth 2-200 gp. Hobbies: Primary Skills: M/M in no armor; 1-H edged, missile, and pole-arm weapons skills,

tracking, and stalk/hiding skills; perception; and body development. Secondary Skills: caving,contortions, cookery, foraging, first aid, mediation, trickery. Artistic Skills: instrumental music.Athletic Skills: Jumping, sprinting, tumbling. Craft Skills: fletching, trap building. Influence Skills:public speaking. Lore Skills: Animal and plant lores, local geography, local history, and othergeographies.

Stat Increases: Any stat may be increased except Presence. Extra Languages: In addition to the tongues listed above, a Beffraen might in unusual circumstances

learn: Adunaic (Rank 2).

The Tatyar (Dark-Elf)3

Generally, this description applies to the Dark Elves of the far south or east, or some survivors ofBeleriand. The Tatyar are often called "Dark-elves" because they decided not to seek to see the Light ofAman. They are found, partly assimilated, amongst the elves of Rhun. Others clans have spread over theNorthwestern forests and the Far East of Middle Earth. Of the elves, they are pronounced in theirxenophobia, grim of nature, and dour personalities.

Being lovers of the night and dark woods, they were startled and uneasy at seeing the Sun rise for the firsttime. Those born in Ages since the appearance of the Sun, have less anxiety for it, but the brutal aversionto the Sun, her heat and brilliance, endures. For this reason the oldest of their homes are hidden in shade,but are not shielded from the beloved stars.

Physical Character Build: The Tatyar are more muscular in appearance in comparison to other elves. Males average 190

pounds, females 155 pounds. Coloring: Tatyar possess very pale complexions, their hair tend to range from dark brown to pitch

black. Their eyes are either black or gray, in some rare instances are emerald green.

3 By Jeff Erwin, First Published in The Otherhands, Issue Twenty Eight, 2000

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Endurance: They, like most elves, do not carry great burdens, but they are capable of traveling 16-20hours a day. The Tatyar do not sleep; instead they rest in a trance for 1-3 hours a day (this restoresany Power Points used casting Spells).

Height: They are the shortest of the elves. Males average 6' females 5’ 9". Some with purebloodlines show greater stature.

Lifespan: They are immortal and will only die if killed by violence or if they grow weary and losethe will to live. In either case they go to the Halls of Mandos.

Resistance: They can not become sick and are virtually immune to disease. They get +10 versus coldattacks.

Special Abilities: Vision and hearing are same as that of other elves. The Tatyar, like the Noldor,have a natural affinity for artifacts and items of power (+10 to Item Use rolls) and all develop aparticular craft or lore specialty (+10 to one Craft or Lore skill).

Culture Clothing & Decoration: Their garb is functional but

realized impeccably. They prefer dark color clothingin the shades of gray, blues, blacks and deep darkgreen. Their dress is outwardly austere and presentsa quiet noble presence. Frequently their darkclothing is laced with slightly tinted patterns, likevines, mineral striations, or constellations. Theydislike the sun and do not use it in any of theirsymbolism.

Fears & Inabilities: The Tatyar dislike the sun.They are nocturnal by preference; they also are notaccustomed to the sea and are not shipbuilders, whichhas limited them to river, foot and horse travel asthey migrate. They are happiest in darkness. (-10 toOB and MM when operating on a boat or performingseafaring maneuvers)

Lifestyle: They live in small well-hidden kingdomsruled by a monarchy and a council of lawmakers.Their isolated villages and fortresses are hidden,often in inaccessible locations. Most areunderground. They give great importance to familiesand loved ones. Calm melodic music and intellectualstimulating games or hobbies occupy their free time.

Marriage Pattern: Monogamous. They sometimes divorce finding another mate. Divorce isaccepted in society.

Religion: Informal and intensely personal. They revere Eru and Vala. They hold in high esteemAule, Orome and Varda. They are uncomfortable with Osse, due to their uneasiness with the seas.

Other Factors Demeanor: They are perceived to be secretive, suspicious and grim in nature even by other elves.

However, in company of friends and family they are both passionate and emotional. They love life’squiet moments. Their humor is cool and intellectual.

Language: Starting Languages: Their native tongue is Quenya (Rank 5), and when among otherElves, they usually speak Sindarin (Rank 4). They also know Westron (Rank 4) Skill Development:It is possible for a Sea Elf to come to know Adunaic (Rank 4), Atliduk (Rank 4), Logathig (Rank 4),Nahaiduk (Rank 4) or Labba (3).

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Prejudice: They dislike the Noldor whose pride is too akin to their own. However, they do retain acurious amity with Dwarves and tolerate Dunedians well. The Tatyar hate goblins and Orcs.

Restrictions on Professions: None. They are the quick to employ magic in their daily life.

Outfitting Options Weapons: Sword, bola, dagger, hand axe, scimitar, short sword, short bow, longbow, flail,

quarterstaff, two-handed sword, whip, javelin, and spear. Armor: Any. The Tatyar prefer to remain mobile and tend to constrain themselves to leather, either

pliant or reinforced with metal studs or plates. Clothing: Dark wool, cotton or silk undershirt (pale or grayish colors preferred); comfortable well-

fitted tunic, jerkin or tabard, short or medium length (in dark colors), belt of fine rope or braidedleather; sometimes a weapon sheath is worn over the shoulder. Long boots made of soft hide ordurable canvas. Clothing worn by either sex is cunningly and subtly decorated with familial andpersonal symbols. They find symbols of the sun and like distasteful.

Money: Jewelry (bracelets, necklaces, etc.) or coin worth 2 gold pieces.

Background OptionsSince the Tatyar are Elves, and tied by their immortality to the third theme of the Song of Creation, theyonly get four background points.

Special Abilities: All available. Replace range 61-65 with Mystic Calling, the high sense of magicthat provides +10 when casting any illusions and enchantments in the Open Essence lists.

Special Items: All available. Most should be beautifully crafted, items constructed from metals orearth.

Extra Money: Gold or silver jewelry or actual coinage worth 2-200 gp. Hobbies: Primary Skills: M/M with no armor, 1-h edged and pole-arm weapon skills, ride, climb,

stalk/hide, tracking, perception, spell lists, and body development. Secondary Skills: Acting, Trickery,meditation, caving, signaling, and sky gazing. Artistic Skills: storytelling, and dancing. Athletic Skills:sprinting, tumbling, jumping. Craft Skills: woodworking, blacksmithing, carving, leatherworking,sewing, weaving. Influence Skills: Public Speaking, Leadership, trading, leadership. Lore Skills: Theyenjoy to learn and therefore have not limitations to what lore they can learn. In general they areknowledgeable in geology or geography lore.

Stat Increases: Any stat may be increased. Extra Languages: In addition to the tongues listed above, a Dark Elf might learn Apysaic (Rank 3)

Labba (Rank 2), and Haradaic (Rank 4) or any of the local languages.

The Teleri (Sea-Elf)4

The Teleri are often called "Sea-elves" and call themselves the Lindar. Unlike the Noldor and Vanyar,they lingered a while on Middle-earth (some of the Teleri in fact stayed behind and became the Sindarand the Nandor) before eventually coming to Aman. They lived in the easternmost part of Aman, on theBay of Eldamar, where they established their port and city of Alqualonde ("Swan-haven").

4 By Jorge Quinonez First Published in The Adventurer's Club, Issue Ten and Eleven, 1986

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Physical Character Build: Somewhat slender when compared with Men, the Teleri are slightly taller than their Sinda

cousins are and slighter of build and height than the Noldor. Males average 200 pounds; females 160pounds.

Coloring: Teleri have sandy blond, or light brown hair with grey or hazel eyes. Like the Vanyar, theyhave light skin.

Endurance: They do not carry great burdens, but they are capable of traveling 16-20 hours a day.The Teleri do not sleep; instead they rest in a trance for 1-3 hours a day (this restores any PowerPoints used casting Spells).

Height: Males average 6'6", females 6'2". Lifespan: They are immortal and will only die if killed by violence or if they grow weary and lose

the will to live. In either case they go to the Halls of Mandos. Resistance: They can not become sick and are virtually immune to disease. +15 versus water and

cold attacks. Special Abilities: Vision same as that of other elves. The Teleri are also the first ship builders in

record history. +20 to ship-building maneuvers. They love to sail. +20 to sailing maneuvers.

Culture Clothing & Decoration: The garb of the Teleri displays High-elven quality; rich embroidery and

decorations using pearls and other precious sea articles found along the Bay of Eldamar. As with theNoldor, they incline towards a utilitarian design, while retaining as much aesthetic value as possible.Their favorite colors tend to be what is found in the sea, such as light-blue to algae-green.

Fears & Inabilities: The Teleri shun confined and subterranean areas. -5 to OB and MM whenoperating in underground regions.

Lifestyle: The Teleri are Aman's most aloof race. While not unfriendly, they tend to stay out of thedealings with the Vanyar and the rest of the Eldar, concentrating on their own affairs. Virtually all ofthe Teleri live on the isle of Eressea.

Marriage Pattern: Monogamous and for life. Religion: Informal and centered around communal celebration and personal meditation. They revere

Eru and Varda. They hold a special respect for Osse, the "Lord of the Inner Seas" and Uinen, Osse'sspouse; and Ulmo, the "Lord of the Waters."

Other Factors Demeanor: The Teleri are highly competitive, as displayed in their ship races in the Bay of Eldamar.

They also love their ships as much as the Noldor love their jewels. They tend to be peaceful, as shownby the few weapons they own.

Language: Starting Languages: Their native tongue is Quenya (Rank 5), and they also know a gooddeal of Sindarin (Rank 3) which is barely useful due to the amount of change the language hasexperienced since they were separated form their cousins, the Sindar. Skill Development: It is possiblefor a Sea Elf to come to know Adunaic (Rank 3), Atliduk (Rank 4), Logathig (Rank 4), Nahaiduk(Rank 4) or Labba (3).

Prejudice: The Teleri hold Morgoth and his servants as enemies. Even after the Valor made peacebetween the Noldor and the Teleri after the Kin-slaying at Alqualonde, they still do not particularlytrust or like the Noldor and are suspicious of them at times.

Restrictions on Professions: None. The Teleri produce many Bards.

Outfitting Options Weapons: Sword, dagger, scimitar, short bow, composite bow, longbow, flail, quarterstaff, two-

handed sword, javelin, and spear.

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Armor: Any. The Teleri prefer to derive the protection given by armor from magical clothing (robes,capes, gauntlets, belts, veils) where such is available rather than from encumbering leather or metalsuits.

Clothing: Smock of gauze or light silk; close-fitting vest or tunic of fine liene, cotton, or heavy silk-tunics vary in length from short garments barely extending below the waist to long ones slit up thesides for freedom of movement; leather or metal belt or a sash of linen or silk. The colors of thegarments are all variation on grey and blue. Embroidery and applique are used sparingly, usually tocreate texture or pattern rather than for contrast.

Money: Jewelry (bracelets, necklaces, etc.) worth 2 gold pieces.

Background OptionsSince the Teleri are Elves, and tied by their immortality to the third theme of the Song of Creation, theyonly get three background points.

Special Abilities: All available. Replace range 61-65 with: Weather-wise, the ability to sense thedirection of true north and the approximate weather patterns for the next eight hours.

Special Items: All available. Most should be beautifully crafted, bearing oceanic floral or sea faunamotifs, and constructed form fine or relatively rare materials: steel, ivory, mithril, crystal, agate,amber.

Extra Money: Gold or silver jewelry or actual coinage worth 2-200 gp. Hobbies: Primary Skills: M/M with no armor, 1-h edged and pole-arm weapon skills, ride, climb,

stalk/hide, tracking, perception, spell lists, and body development. Secondary Skills: Acting, boat-handling, meditation, rope-mastery, signaling, and Sky Watching. Artistic Skills: storytelling, singing,and dancing. Athletic Skills: sprinting, tumbling, jumping. Craft Skills: woodworking, blacksmithing,fletching, carving, ship-building, sewing, weaving, fishing. Influence Skills: Public Speaking,Leadership, trading, leadership. Lore Skills: Navigation, Sea Lore, and weather lore.

Stat Increases: Any stat may be increased. Extra Languages: In addition to the tongues listed above, a Sea Elf might learn Apysaic (Rank 3)

Labba (Rank 2), and Haradaic (Rank 4).

Clansmen of SaralainnThe clansmen of Saralainn has been documented in several MERP modules and one or two fan-modules.Because of this and the uniqueness of their culture, they had to be given their own race descriptions. Thisarticle brings the clansmen of Saralainn to life for MERP players to use as an additional character race.

Clansmen of Saralainn5

After the downfall of the kingdom of Cardolan, large groups of people consisting of Northmen,Dunnelings tribesmen, and common folk flee from the ensuring chaos to settle in the plains of Saralainn.Over the years and with the assistance of Gandalf, the three groups of folks intermingled to form a newvibrant culture called the clansmen of Saralainn. The clansmen of Saralainn are individualistic diligentcolorful folk. They also have a rough sense of social equality. They are known for their skills in healing,

5 Saraliann first came about from the Iron Crown Enterprises’, Lost Realm of Cardolan, Charlottesville, 1990.

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oratory and artistic bronze and silver work. Most live rustic and rowdy lives, herding goats or sheep forliving.

Physical Character Build: They are of medium to stocky build. Males weigh 165 pounds while females average 130

pounds. Coloring: They tend to be slightly swarthy due to their long exposure to the outdoors although those

with a ruddy complexion are common as well. Their hair color ranges from the darkest brown tosandy blonde. In some instances, a few will possess fiery red hair. Their eye coloring varies frombrown to blue.

Endurance: average. Height: Clansmen average 5’7” but clansmen over 6’ is not unheard of. Clanswomen average 5’4”

although like the men some are over 5’10”. Lifespan: Moderate, 60-70 years Resistance: Average. Special Abilities: Clansmen are known for their oratory. They receive a +10 to Public Speaking.

They also get a lot of experience healing the wounded from the constant attacks from the evilcreatures surrounding Saraliann and their boisterous political intrigues. They receive +10 to first aidand Herb lore.

Culture Clothing and Decoration: Most men tend to have long side-burns. In clothing they favor bright

colors. Yellow is the most popular color. They wear wool trousers (which they call trews) and shortsleeveless shirt. They top this with a long bright wrap over their torso. The women wear long dresseswith a long wrap. Their wraps often contain intertwining designs of animal or geometric forms.

Fears & Inabilities: They have no fears. Lifestyle: Clansmen are mostly herders raising sheep and goats for a living. They live with extended

families in villages. They are ruled by a monarch, which in turn rules over nine clans. The clans, dueto their independent nature and scheming ways, seldom listen to their monarch. Each clan is headedby a chief and is located around two or three towers. The towers are large enough to accommodatethe local population in times of danger from the evil creatures that raid Saraliann. The clansmen holdthe arts and especially those of great healing knowledge with a great deal of respect. Several artistsand healers have become famous outside of Saraliann for their skills. Clansmen will go greatdistances to buy a product or have their children serve under the tutelage of a great artist or healer. Inthe arts they excel in bronze and silver works which are often in designs of animalistic and geometricforms or never ending knots. They also excel at playwrights and storytelling. Being true to theirsense of social equality, women are considered the nominal equal to men.

Marriage Pattern: Monogamous. Marriages are common between the clans with the wife settling inwith the husband’s clan.

Religion: Variations of subdue religious practices design to give reverence to the Valar (particularOrome and Varda) and Eru.

Other Factors Demeanor: Independent, rowdy, rustic, diligent, scheming, individualistic, valiant, rugged and

straightforward. They enjoy celebrating, physical games and battle (which results in surprisingly fewdeaths). They are individualistic and hold a rough sense of equality. Clansmen would treat a king thesame as a baker.

Language: Starting Languages: Clansmen speak Westorn (Rank 5), or some Duneal (Rank 4). SkillDevelopment: They have doings with a variety of folks, which provide a great opportunity for

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learning the languages of foreign lands. They can learn the languages of Kuduk (Rank 2), Pukael(Rank 3), Rohirrc (Rank 3) and Adunaic (Rank 1).

Prejudices: They distrust Dunedians. They hate Beffraen, orcs and trolls. Restrictions on Professions: Warriors and Rogues are the most common although quite a few are

Bards and Animists. Magicians are very rare.

Outfitting Options Weapons: Mace, dagger, cross bow, sling, spears, pole axes, short sword, hand axe, war hammer,

battle axe, short bow, spear, and javelin. The more experience warriors use long two-handed swords. Armor: They favor soft or rigid leather. Round and buckle shields are popular. Clothing: Since they spin the wool from their sheep, they wear woolen clothes, which they dye in

bright colors. Bright yellow being the most common since they derive the dye from a local plant.Although dark blue, forest green and Tuscan orange are not uncommon. Those from the upper classwill have clothes dyed purple or dark red. The men (and some women) wear pants and sleevelessshirts normally of uniform color with intricate trimmings endings. The women wear long flowingbright dresses containing a conglomerate of Celtic knots designs. In some years, simple animalisticdesigns are popular as well. Both genders wear a long wrap around the torso. The warp tends to be ofa solid bright color with geometric design. The warp is fasten by a brooch of bronze or silver makeat the shoulder. These brooches are highly detailed in the form of knotwork, the more expensive onesare those of knotwork embedded with an animal design. Outer garb: They wear tight fitting woolenor leather jacket of a solid bright color. In some instances when the weather gets extreme, they wearhooded cloaks of a solid dark hue such as forest green or dark blue hues. Both genders wear leatherboots or shoes with wooden soles. Clansmen also wear jewelry. Armbands and wristbands of bronzeor silver knotwork are common and are worn by both genders.

Money: 2 gold pieces or a herb of comparable value.

Background OptionsDue to their colorful individualistic nature they get 4 background options.

Special Abilities: All available. Replace the range 56-60 with; Herbalist of Varda, an ability todiscern different types of herbs and poison by sight and taste. This ability adds +20 to Cookery andForaging Skills. Replace the range 71-75 with Individualistic Clansman; Character has a deep senseof social equality and individualism that provides added protection to some magical attacks. Charm,sleep and fear attacks are halved for attack level and duration.

Special Items: All available. Usually receive rare herbs, or a fancy silver or bronze brooch orarmband with embedded 5th level healing or bardic spell. Or a finely made weapon is common.

Extra Money: Herbs or coinage worth 2-200 gp. Hobbies: Primary Skills: M/M in soft or rigid leather; 1-H edged, concussion, and pole-arm weapons

skills, disarm trap, tracking, and stalk/hiding skills; perception; and body development. SecondarySkills: cookery, first aid, foraging, animal handling, acting and acrobatics. Artistic Skills: singing,story telling, poetic improvisation, dance. Craft Skills: smithing, leather working. Influence Skills:public-speaking, seduction, trading. Lore Skills: herb lore, troll lore, local geography, local history,and other geographies.

Stat Increases: Any stat may be increased. Extra Languages: In addition to the tongues listed above, due to their proximity to the Dark Wood

and the Warlord’s Empire, a clansman might learn the following in unusual circumstances: Pukael(Rank 4) and Black Speech (Rank 1).

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The Lossidil (Snow Elf)6

The Snow-elves are of Silvan origin. They began wandering the Talath Uichel (Northern Waste) on apermanent basis from about S.A. 1700 onward, and joined the Ystavat Talven in their westwardwithdrawal from the Sled-Horde, which brought them to the Cape of Forochel. After the globing of Arda,many of the Snow-elves journeyed north onto the Landless Land and founded Helloth, though somecontinue to wander the lands of Forodwaith.

Physical Character Build: While more muscular than their kinsfolk in the South, the Snow-elves do not quite equal the

stature of the Sindar. Males average about 175 pounds, with females, only slightly less well-built,averaging 165 pounds.

Coloring: Uniformly very pale of complexion, the skin of the Lossidil often resembles the whitestivory. Eyes are usually blue (ranging in shade from pale to dark), though grey and light green huesare not uncommon. Hair often resembles silver or pale gold, though reddish-brown tones are notunknown.

Endurance: Exceptional. They can travel over long distances with little rest in the coldest terrain. Height: Snow-elven males average 6'4" and females 6'2", though individuals may depart

considerably from the norm. Lifespan: As with all Evles, the Lossidil are

immortal. Alone of the Eldarin kindreds theyfeel little or no longing to depart from Middle-earth.

Resistance: Snow-elves can not become ill,diseased or scarred, and are rarely affected byadverse temperatures. However, their longhabitation of the frozen North has left themmore susceptible to heat than other Elves (+30against cold, -5 against heat).

Special Abilities: Lossidil share the superbvision of all Elves, enabling them to see as wellunder moonlight and starlight as a Man wouldsee during the day. Under other dim conditionsthey can still see well to 100', though inabsolute darkness they can not see at all.Lossidil share the Elvish trait of lightness,being able to walk on newly fallen snow as if itwere soft earth. This, and their affinity for thefrozen North, enables them to maneuverwithout penalties in the worst of snowyconditions. This same affinity gives the Snow-elves a +10 to +20 to other maneuvers that could beaffected by snow and cold (e.g. Stalking & hiding).

6 By Randy Maxwell, First Published in The Northern Waste, 1997.

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Culture Clothing and Decoration: Males and females prefer close-fitting garments of reindeer-skin. In

contrast with their place surroundings and coloring, the Lossidil use a variety of dyes to arraythemselves in a wide range of vibrant hues. Individuals can also add ornaments such as brooches,rings, bracelets and other jewelry as the mood takes them.

Fears & Inabilities: None. Lifestyle: The harsh environment of the North demands a greater degree of cooperation than is the

norm for Silvan Elves. All Lossidil acknowledge a monarch as the foremost of their people, andfollow her guidance willingly. Nearly all Snow-elves spend some of their lives wandering theNorthern Waste in small companies, though only a few chose this way of life for long periods of time.

Marriage Pattern: Monogamous and for life. Religion: They pay greater reverence to Ulmo than to Varda, because of the Sea-lord's visitation to

them after the Second Cataclysm.

Other Factors Demeanor: True to their Silvan roots, the Snow-elves are great lovers of freedom, an attitude

strengthened by their historical resentment towards the intrusion of the Grey-elf Oropher into theirancestral homeland of Rhovanion. Among those not of their race, the Snow-elves are calm and quiet.When with their own they are apt to show stronger emotions, While generally peaceful, generous andloving, anger and jealousy are not unknown among them.

Language: Starting Languages: The Snow-elves speak their own tongue Lossidilrin (or Sindarinfrom which Lossidilrin is devised from) to Rank 5. Most also know Labba to Rank 4. SkillDevelopment: They may learn any of the languages of the Northern Waste to Rank 3.

Prejudices: They hate all creatures of Morgoth and minions of Sauron. While friendly with theNoldor, they have a strong dislike for any Sindarin Elves (though this would never drive a Snow Elfto physically assault a Grey-elf).

Restrictions on Professions: None.

Outfitting Options Weapons: Snow-elven weapons are those used for the hunt- spears, bows, long sword, harpoons,

short sword, hand ax, or daggers. Armor: Only the guardians of Helloth regularly wear armor. This is a hauberk of enchanted ivory

that protects as chain mail. Others can acquire soft or rigid leather armor. Clothing: Both genders wear shirts, vests and breeches made from reindeer-skin. Males usually don

round hats, while females prefer hoods. Footwear usually consists of boots made from toughenedhide, though within Helltoth lighter and suppler shoes are often worn. Bright colors and ornamentsmade from antlers, bone and enchanted ice add variety to their garb.

Money: Snow-elven characters may trade or sell a variety of goods: reindeer-skin cloak, jewelry andivory. The Lossidil, however, have little use for money, preferring the currency of friendship andreciprocity.

Background OptionsNormal, 3 background options.

Special Abilities: All available except 56-60, which is replaced by Snow Reader, the ability to "read"ice, Lossidil with this ability may sense what has passed by or affected a patch of ice over the past 24hours. The "reading" is often vague or shadowy.

Special Items: All available. Especially powerful items may be artifacts from earlier ages or relics ofthe war against Morgoth.

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Extra Money: Herbs, tanned reindeer-skin and ornaments can all provide Snow-elven characterswith extra money. Again, though, the Lossidil normally have no desire for coinage, even if they couldobtain it in their icy domain.

Hobbies: Secondary Skills: Cookery, First Aid, Foraging, Mediation, Sky-watching, Artistic Skills:Ice Sculpture, Instrumental Music, Ivory Carving, Singing. Athletic Skills: Skiing. Influence Skills:Dying, Leather Crafts, Leadership, trading, public-speaking. Lore Skills: Elvish History, Animal andplant lores, Herb lore, local geography.

Stat Increases: Any stat may be increased. Extra Languages: The languages that Lossidil may learn are restricted by their isolation.

The Beornings7

The following essay was originally conceived as a contribution to Rohirrim and Other Northmen, aprojected volume in ICE's "Peoples of Middle-earth" series which never reached completion. (The bookwas to be a revision and expansion of materials which had appeared in the 1985 Riders of Rohanmodule.) Written and submitted to ICE in 1995, the contents of this essay do not take into accountsubsequently published MERP material relating to the Beornings (e.g., The Northern Waste and Hands ofthe Healer); nor did the author have access to information concerning the Northmen made available in1996 by The Peoples of Middle-earth. Some discrepancy between this essay and the aforementionedworks is therefore inevitable. Rather than attempting to completely update the piece, it is here presentedas it was written (with minor editorial changes)—as one writer's interpretation of these two Northmancultures.

HistoryThe origin of the Beornings is not swathed in mystery, nor is itforgotten in time—it is just a highly guarded secret. The roots of thisNorthman clan reach back to the Awakening of Men. Some even tracetheir blood to Bëor the Old, who died in Beleriand. Beornings aredescendants of the thousand who followed Bereg, great grandson ofBëor, out of Beleriand when Morgoth's shadow was cast upon theirhearts (Sil: 145). These were the first Men to knowingly turn theirbacks to the fight against the Black Enemy. As their descendants, theBeornings remember this with shame, and vow to hunt until all Shadowis destroyed. At first, this was not so. The Years of Wandering, duringthe late First Age, when the Darkness was still fresh upon their hearts,brought no prosperity and little hope to the despairing band. Ever theytraveled, their numbers fading. These wanderings eventually broughtthem into contact with the Gwathuirim of southern Eriador. Withpromise of a peaceful home, the band settled. Lore, craft and blood mingled between the peoples. Lifewas good, but the darkness on their hearts weighed heavy. It was there, on one of his hunting forays, thatthe Vala Oromë discovered them. He lifting the Shadow from their hearts, he opened their minds to Eruand the Song once again. Many realized the folly in letting their fears control them, taking flight fromBeleriand, and so they begged forgiveness of Oromë. It was in his Song to do so that day.

7 By Anna Arquette, Other Hands, Web Article, 1998.

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Taking the repentant into the Misty Mountains, Oromë began teaching their women-folk of the friendshipof animals, their men of the hunt. In the seventh year of the Second Age, deeming them ready, he setthem, henceforth, to hunting far and wide the scattered minions of Morgoth. But first, a blessing he gavethem, and to some a gift:

"Of the warriors, Oromë chose five—Otrugar, Erskine, Beraulf, Owein, and Targrin—to receive hisgift. He took them aside and taught them in secret, as would they, in turn, teach future generations. Thesegifted five were known ever after as the Shifters."

—from the teaching of Bair

Thus began the five secret houses of Bëor, the Hounds of Oromë, a people unto themselves. Huntingcontinually, the Beornings prospered on the western slopes of the Misty Mountains. Yet ever northwardthe secret clan was pushed as Eriador became more populated. They had grown in number to a fewthousand when Sauron's host invaded Eriador during the Second Age. Vastly outnumbered, the Beorningsbegrudgingly retreated into the highest vales of the Misty Mountains. Within four years, there was notrace of any lowland settlement. For three thousand years, the high mountain valleys were their homes,the majestic carrocks their hunting grounds. In the Third Age, when dark things began to stir once more,4,000 Beorning warriors made ready for the hunt. Angmar proved the stronger, and many died.Reluctantly, the Beornings began slowly moving to new homes in the lower valleys on the eastern side ofthe Misty Mountains, into the Anduin Vale, and over to the Grey Mountains of the North.

By T.A. 1640, the war with Angmar had taken its toll. There were only 2,500 men, women and childrenleft in the clan. Thankfully, the Plagues little affected this secluded people. Dragons on the other hand, laywaste to the Narrows of the Grey Mountains, forcing the houses to flee to their kinsfolk in the West.There was a slight reprieve when, with the fall of Angmar, the Orcs of Gundabad lost their organizedforce. Thus, not until Sauron began to stir again (T.A. 2480), were the last of the Beornings forced to giveup their mountain homes, pushing east across the Anduin. By the time Beorn carved the steps into hisCarrock, few Beorning manors remained, due to the relentless onslaught of the Orcs. The clan's numberswere now as few as when Oromë first gifted them, but still the Shadow did not touch their hearts. In T.A.3019, Mirkwood was cleansed of its evils. The Beornings were granted a section of it, but for the presentthey renewed their vow of old, once again setting out to hunt in the mountain vales.

Society and CultureThe leader of the Beornings is called the waildanbair. He has the final say in all matters concerning thesafety of the clan as a whole. Due to the independent nature of his people, he is rarely bothered except intimes of emergency or war. To become waildanbair, a man must shift and be chosen by consensus of allof the family heads. The waildanbair is advised by the heads of the Five Houses. These five men come totheir decisions by listening to the heads of each manor belonging to their house. These in turn listen to theheads of the families who reside within the manors. A man entering the Order of the Bair must relinquishany authority he may possess as head of a family, manor or house. His authority passes on to his brotheror eldest son. It is not unheard of for couples to marry at the age of fifteen, but because of the longlifespan of the Beornings (80-100 years), weddings are most common around the twentieth year. Somemen even wait until their thirtieth year or later, so as to fully develop their martial skills.

At the age of seven, every Beorning child receives a necklace hung with a number of carved, wooden bearclaws (denoting the child's house) and braided with warg-leather (denoting his or her family). When acouple marries, they retain their number of claws, but re-braid the leather into their own unique pattern.This is done in a private ceremony, and the promises exchanged are personal. An extremely festivecelebration follows, sometimes lasting for days. Kinship in Beorning society is always reckoned

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according to the father's house. If a woman is widowed, she has the choice of remaining with her latehusband's kin, returning to her own, remarrying or living at the Place of Women. Women are not allowedto be heads of families, manors or houses. However, the eldest female oversees all the daily activities of aBeorning manor. She is responsible for the teaching of animals and the smooth operation of suchmundane tasks as laundry, cooking and child-rearing. A well-run manor displays such oddities asraccoons dicing carrots in the kitchen, badgers digging potatoes in the garden, deer and cows holdinglaundry in their horns so that squirrels can fasten it to a line, sheep and dogs setting tables for meals,geese keeping watch over young toddlers, and goats ever fussing over the perfection of great thornhedges. All items in a manor are constructed so that animals can manipulate them with ease, except forthe one chair at the head of the table, which never moves.

The befriending of animals, as taught by Oromë, is the reason Beornings seldom eat meat. When eaten, itis always warg-flesh. Fish and eggs are not considered meat, and are eaten freely by all. Naive Beorningsvisiting another culture may mistakenly assume that the meat being eaten is warg. Once they learnotherwise, they tend to be reclusive around meal times. (Getting sick-at-the-stomach is a commonBeorning ailment when adventuring.) One of the most joyful Beorning festivals is the celebration of thelast days of winter. Families gather together for the first hunt. Running wargs from the lowlands andvalleys, hunting, slaughtering and feasting through an entire night (sometimes two) are interrupted onlyby singing and dancing. The Dance of Sun Return, the Maiden Toss and the Joy Dance are popular at thisactive feast. All is not considered done until the last drops of the winter brews have vanished from thekegs. The summer solstice, known as the Gathering, marks another large festival. The entire clanconvenes for two weeks in a large mountain meadow. Although the Gathering involves religiousceremonies, its focus is purely social: counsels are held, goods bartered, contests of strength and skill areundertaken (most favored are the honey-judging, brew-tasting and jam-sampling).Games that are very physical are also enjoyed.

A favorite game with the men is otterball. This gamedeveloped by watching river otters at play, and is bestdescribed as "no-rules rugby in the river" (drowningopponents is frowned upon). An odd custom, cultivated bythis game, is the stealing of some or all of a young man'sclothing by a girl who finds him attractive. This mission, ifsuccessful, shows the daring and stealth of the young lass. Itis then left to the lad to show his intelligence and wit byfinding her and his clothes. Any differences are settled withan excellent meal or the promise of an embroidered outfit,thus furthering the woman's claim by showing her skills as awife.

Though self-sufficient, the occupants of a Beorning manorcommonly barter with their neighbors (within the clan) toadd more variety to their lifestyle. Such exchange stimulatesthe perfection of crafts, such as brewing, tanning andneedlework. It also encourages friendly competition betweenhouseholds. Thus Beornings are famous for their honeys,waxes, candles, leathers, yarns, felts and brews. Surplus

goods are traded for the buttons, buckles and other fine products of the Woodmen. Sewing needles,swords and other metal items are acquired from the Gondorians or their Northman allies. With Elves theBeornings barter for frivolities: spider silk, fine thread, jeweled hair combs and musical instruments.Never do the Beornings use their animals or bees as trade goods.

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Religion and WorldviewBeorning lifeways are founded upon the teachings of Oromë—nothing is more revered than the hunt,nothing more precious than their animals. All Beornings respect Eru and the Valar deeply, and many arethe ceremonies in their honor; but these pale in comparison to the devotion given to Oromë. He is theRemover of the Shadow, the Giver of the Gift, the Master of the Hunt. Individual families frequently holdprivate ceremonies or prayers, the entire house gathers for the two most important ceremonial days (thespring Blossom Feast and the Day of the Gift). If a Beorning is traveling and can not attend thesefestivals, the entire day is spent in meditation and prayer. Beornings celebrate the coming of spring withgreat praises to Yavanna and with the Blossom Feast, which focuses on the harvesting of the firstblossoms of the grapeleaf magnolia by the young maidens. These blossoms, woven into garlands andwreaths, are worn by the maidens throughout the festival. (Later these will be made into herbaldistillations for other ceremonies.) The ritual ends with the Blossom Dance, but it is not until the"Blessing of the Bees" (the Honey Dance) that the festival is over. The shifters of the clan imbibe liquorsmade with the blossoms in the most sacred of dances: the Dance of the Gift. This is enacted in the fall,before the first snow comes, at the Festival of Oromë on the Day of the Gift. For this festival, all shiftersreturn to their houses to celebrate with their relatives the sacredness of Oromë and his teachings. This isthe one night when shifters dance openly in bear-form. Animals too dance this night as the women of theclan renew their bond of friendship in the Dance of the Living.

It is Beorning women who teach and train the animal servants of their homes. From mother to daughterthe teachings of Oromë pass, but there is a great mother who guides this to ensure that the teachings arecorrect. The great mother lives in a manor forbidden to men (the Place of Women) where she oversees theteachings of Oromë. This manor has extensive flower, herb and vegetable gardens for learning the waysof plants, healing and cooking. Many women come to aid in this teaching, or to further their own learning.None except men are ever refused entrance, and a woman may come for nothing more than wantingpeace.

When a great mother dies, she is buried with respect equal to that of a waildanbair. Her manor is tendedsolely by animals until another woman asks for the title. Though there have been times of two or eventhree great mothers (none are refused who ask), there has never been a time of none. All Beornings adhereto the true Cult of the Bear, but only shifters are allowed to participate in the Order of the Bair. Such mentransmit the teachings of Oromë to the clan. The waildanbair serves as head of this order, being advisedmatters of cultic observance by a council of three: the orobair. These preside over most Beorningceremonies. It is a great honor to host an orobair in one's house.

Subordinate to the orobair are eight bair whose duty is to teach the children of the clan all aspects ofOromë's teaching. Each year at the Gathering, five are chosen to teach the houses, and one to study underthe orobair and guide the twenty-one tirbair. Tirbair spend four months out of the year under the tutelageof this bair and the other eight traveling far and wide to gather news, carry messages and hunt. It is thisconstant movement of the tirbair that helps keep the Beornings so closely-knit as a people. The teachingsof Oromë mark off several creatures and things as sacred. Here follow some of the most notable items:

Bears. The most sacred of animals, it is thought to be good luck to come across one in the wild. Mercykillings (e.g., for a rabid or badly wounded bear) are accompanied by great sorrow, and a day of mourningfollows the burial. Bears motifs are a common feature of all Beorning crafts (pottery, sewing, scrimshaw,leatherwork, etc).

Bees. As honey is the staple of their cuisine and helps them to observe their dietary prohibitions,Beornings always ensure that there are enough flowers surrounding their manors to keep their bees happy.The bees of the Beornings are uncommonly large, but not aggressive around their keepers. As with bears,

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bees are a leit-motif of Beorning artwork, especially as decoration between flowers on embroideredthings.

Naming Necklaces. Given to a child at the age of seven at a child's public naming ceremony (Seeabove.), the expertly-crafted bear claws of a naming necklace are carved from stained hardwood. It is anAbsurd maneuver to perceive they are not real.

Red Mead. Brewed from bee's honey derived from the grapeleaf magnolia blossoms (also gathered inspring by maidens for use in special herbal distillations). All parts of the magnolia plant are widely usedin ceremonial situations and are a common motif on clothing and jewelry.

Splayfoot Goodwart. The root of this plant is pounded into flour and mixed into the batter of travelhoney cakes (+5 for 4 hours).

WarcraftThough each Beorning household has its war leader, it is the waildanbair who directs their tactics. In mostcases the main force keeps an enemy busy while the shifters sneak to the flanks and rear in bear-form.Charging at the signal, the shifters surround the luckless fiends. A shifter in bear-form may sometimescarry an archer on his back, depositing him in an advantageous spot. If the foe holds a strong line or hasmany ranks, shifters serve as shock troops. Charging as a unit, teeth bared and growling, they scatter theopponent's lines by force or fear, supported by the rest of the Beorning warriors, wielding polearm, spear,javelin, throwing mace and bow. Enemies that escape are ruthlessly hunted down.

The Beornings use warg-leather for armor. Designs range from a rigid breastplate to softer coats. Boneand horn (from goat and deer) are used as stiffeners and plates for added protection. Shifters do not weararmor, preferring to fight in bear-form (though they use weapons when in man-form). The throwing maceis a stone-headed mace, balanced for throwing. If wielded in hand it is -10. (Use 1HC/mace table.) Itsranges are as follows: 0'-10' (-0), 11'-25' (-15), 26'-50' (-30), 51'-60' (-45). Other widely used weapons areslings, clubs and quarterstaves. Less common, but still used, are broadswords and hand-axes.

AppearanceBeornings are the greatest among the Northmen in stature, the males standing 6'4" on average andweighing 215 lbs or more (most of this in the chest and shoulders), the women, equally hardy, averaging5'7" and 145 lbs (though rarely stocky). Most Beornings have red hair, varying in shades from mahoganyto strawberry. Occasionally, the old blood comes through, and a child is born with black hair. (These arealmost always shifters.) All Beornings have fair complexions and eyes that tend towards grey or lightblue. Women in the clan make clothes from furs, leather and wool. All leather and fur is warg, the softestbeing from the young. Earth pigments are used to dye these various shades of brown and red. Wool istraditionally kept its natural color (tan, brown, black), but is often spun into tweeds. Special materials,such as white leather (tanned with stale urine), wool of green or blue (dyes obtained through trade), orSpider silk (from the Elves at high price) are reserved for feast day garments. The average Beorning ownstwo sets of clothes for everyday wear, and one for festivals. The tradition of embroidered woolengarments harks back to a legend that Owein, one of the original shifters, changed form while still dressed,thus ripping apart his clothing. There was naught to do but sew it back together, hiding the odd seamswith embroidered decoration.

This is why most Beornings know how to sew, and the women take this craft to a perfection, rivaling

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even the Elves. Men wear a mid-sleeved soft leather over-tunic, reaching to mid-thigh and split forwalking, over a long-sleeved woolen under-tunic (both trimmed or embroidered at hem, sleeve andcollar). Stout wool or leather breeches accompany this. Women replace the breeches with a suede skirt,lengthening the over-tunic to knee-length, or have a fine wool under-dress (ankle-length) and a stouterover-dress (suede or heavier wool) that reaches at least to the lower calf. If a woman must go out onextended travel, she wears breeches, like the man's, but with a knee-length tunic. Tunics and dresses arebelted at the waist with finely tooled leather belts, or lavishly embroidered cloth ones. Buckles andbuttons are made of wood, bone or horn. Silk and other rarities are used for special clothing andfrivolities, such as wedding clothes, hair ribbons and undergarments.

Shifters never wear fur unless a cloak of shame is involved. (See below.) They go barefoot or wear cross-gartered sandals. Loose fitting woolen trousers and tunics are preferred. Some have adapted to wearing akilt-type garment if doing a task that may involve shifting. On no account will animal parts be worn by ashifter, be it simply a horn button. Heavy woolen cloaks lined with warg-fur are used during the coldermonths. Fur hats and hoods keep heads warm. As the weather warms, lighter woolen weaves and felt hatsare worn. Stout-soled leather boots designed for rough, mountainous terrain are worn by everyone whenoutside the manor, but women prefer suede slippers when at home. Thick, knitted wool socks help protectthe feet. Children resent clothing and are generally found without it.

ShiftingShifters are Beorning men who shift into the form of a bear at will. Not all Beornings can do this (7%chance). Women do not shift, but they may become berserkers if the 7% chance was made. This ability istreated as battle lust (there are no controlled berserk states), and those subject to such fits may alsosuccumb to blood lust (Treat as insanity.) women who berserk are rebellious and often become warriors.They are sought as wives, for their blood is said to be strong; and a union between a shifter and one ofthese women increases the chance of an offspring being gifted with shifting to 14%. Shifting takes 1 fullround to complete. (Treat as spell casting.) Clothes and accessories do not shift, falling to the ground orentangling the wearer. A solid bracelet, if it does not break, becomes embedded in the flesh. Shiftersnecklaces are always measured for fit in bear-form. Shifters do NOT eat meat (fish and eggs being theonly exceptions); nor do they wear ANY animal parts (fur, buttons, sinew, etc), unless it be of warg originor a cloak of shame.

For every week during which a shifter consumes animal flesh (mistakenly or otherwise), he suffers a -5penalty to all control rolls vs. blood lust. This penalty can only be removed by an extensive and painfulpurification ritual. A control roll must be attempted each time meat is eaten, increasing the penalty forevery week in which this is done, until the shifter is cleansed.(E.g., Tsadhoq eats a vegetable soup made with beef broth: roll control at -5. Next week, he eats pie thathas finely ground meat in it: roll control at -10. Three months later, unaware he has eaten meat in the past,he is served meat at a peace meeting with the Woodmen. Not wanting to insult his host he eats: rollcontrol -15.)

Blood LustBlood lust is an affliction of Beorning shifters who eat meat. It manifests itself as a loss of control overtheir Mannish side. If a shifter succumbs to blood lust (loses control after eating meat), he is no betterthan a rabid bear and must be killed. There is no cure. The affliction brings great shame upon the shifter'shouse and family, incurring the following punishment:

1. The immediate family of the shifter skins, tans and makes a cloak of the his pelt.

2. The eldest male of the house wears this cloak.

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3. All other men are given a scrap of the remaining pelt to wear openly on their left arm.

4. After a year and a day, a ceremony is held to remove the cloak and "bury" the shifter. (The stigmaof shame is harder to shake.)

Battle LustBlood lust is not to be confused with battle lust (a loss of control due to pain and excitement). Though thelatter shows immaturity and lack of control, it does not convey the great shame of the former. When ashifter receives a critical blow in man-form, he attempts a Control roll at Static (after melee). The resultsof a failure to stave off battle lust may be represented in one of the following ways:

A set penalty of -10/severity level of critical received (A = -10, B = -20, etc). If 2 or more criticals arereceived in the same round, roll for each.

A cumulative penalty of -5/critical received (3 criticals taken in 1 round = -15; if hit with only 1 thefollowing round, the penalty increases to -20). Make only 1 roll/round. If a shifter succumbs to battle lust,he becomes enraged and will attack anyone or thing in sight. In this state, it is a Folly maneuver todistinguish friend from foe, all prior stun is negated, DB is -10, OB is +10, concussion given is x2.Attempts to regain control may not be rolled while in a combat environment.

Game Stats and Beorning Spell ListsThe below are game stats for the typical Beornings and a Beoring Spell list which is common among theGreat Mothers.

Name Lvl MM Hits AT DB Shld Melee OB NotesWaildanbair 20 25 190 No 15 N 130ha 100sb All are shift-changer. Most possess

several magical items. Some areAnimists.

(as bear) 50 380 SL 45 N 145LCl140Hbi

Orobair 16 25 180 No 15 N 110ha 95sb 50% chance as shift-changer. Somepossess magical items. Few are

Animists.(as bear) 50 360 SL 45 N 130LCl

120HbiBair 8 25 120 No 15 N 90ha 75sb 20% chance as shift-changer. Might

have magical items.(as bear) 50 240 SL 45 N 100LCl 85HbiTirbair 5 25 90 No 15 N 80ha 55sb 10% chance as shift-changer. Might

have magical items.Tirbair 50 180 SL 45 N 85LCl 709Hbi

Remaining FolkHeadman,Warrior

12 15 150 RL 15 Y 135ha 115sb 4% chance as shift changing bear

Headman,Scout

12 20 90 RL 20 Y 110ha 100sb 4% chance as shift changing bear

(headman asbear)

40 295 SL 50 N 120LCl 95Hbi

Elite Warrior 7 15 115 RL 15 Y 110ha 95sb 1% chance as shift changing bearElite Scout 7 20 70 RL 20 Y 95ha 75sb 1% chance as shift changing bear(as bear) 40 230 SL 50 N 90LCL 75HbiWarrior 4 10 85 RL 15 Y 90ha 60sbScout 4 10 50 SL 20 Y 80ha 55sbGreat Mother 10 20 75 No 10 N 60st Animist, 11 spell lists; base 20;

directed spells 55; 20PP

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Spell List: Beorning WaysMostly the Great Mothers are taught this magic and those that learn it pass it on to the next generationdiscriminately. This spell list is considered as an equivalent to an Open Channeling list.

Lvl SpellArea ofEffect Duration Range

1 Calm 1 or 1 hive Lvl/rounds 100’2 Teach Speech (rank 1) 1 animal Permanent Touch3 Train (simple tasks) 1 animal Permanent Touch4 Calm II 2 or 2 hives Lvl/rounds 100´5 Teach Speech (rack 3) 1 animal Permanent Touch6 Calm III 3 or 3 hives Lvl/rounds 100´7 Calm IV 4 or 4 hives Lvl/rounds 100’8 Train (complex) 1 animal Permanent Touch9 Teach Speech (rank 5) 1 animal Permanent Touch

10 Dance 1 animal Permanent Touch1, Calm I (F/RF10): Target takes no aggressive/offensive action, fighting onlyif attacked. 1 bee hive is considered a target.2 Teach Speech (Rank 1) (U/RF5): Caster may teach an animal to understandany known language to Rank 1. Animals cannot speak or write, but may read.This spell is cast on the animal 1x/day for 1 week (requiring 2 hours ofconcentration/day).3, Train (Simple) (U/RF5) As Teach Speech (Rank 1), but an animal may betrained to perform a simple task (e.g., wash vegetables, open doors, etc).4, Calm II (F/RF10): As Calm I, but all targets must be in view.5, Teach Speech (Rank 3) (U/RF5): As Teach Speech (Rank 1), but animalmay learn up to Rank 3.6, Calm III (F/RF10): As Calm I, but 3 targets or hives may be affected.7, Calm IV (F/RF10): As Calm I, but 4 targets or hives are affected.8, Train (Complex) (U/RF5): As Train (Simple), but a complex task may belearned (dicing carrots, manipulating lanterns, etc.).9, Teach Speech (Rank 5) (U/RF5): As Teach Speech (Rank 1), but animalmay learn up to Rank 5. (Caster must also know Rank 5.)10, Dance (U/RF5): As Train (Simple), but a dance may be learned. (Used forDance of the Living.)