The lord of the rings Rulebook

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

IX

THE FREE PEOPLES: RACES & CULTURES OF MIDDLE-EARTH AKNOWLEDGEMENTS The inspiration for the races in this chapter come from many sources and thanks is due to each one. The works of John Howe and Ted Nasmith have been a guiding inspiration for many a year when it comes to imagining Middle-earth in all its wonder and terror. Their images presented here come from many free sources off the web, but I owe them a great deal of thanks for this vision of Tolkien’s amazing world. Other sources of inspiration come from a variety of places. There are races listed here that appear in the various depictions of Middle-earth that have appeared over the years, including in Peter Jackson’s vision of The Lord of the Rings and in the Lord of the Rings Online: Shadow’s of Angmar Massive Multiplayer Online Game. In addition, the role playing games: Middle-earth Role Playing (MERP) and Decipher’s Lord of the Rings RPG have also provided a great deal of inspiration and guidance. So has the Encyclopaedia of Arda. There are many images presented in this chapter that come from a variety of sources, some I have already noted and others from the Elfwood website (I have to confess that I can’t remember which ones now and who created them, I apologise unreservedly for not giving you proper credit here). A great many come from that excellent game: Lord of the Rings Online: Shadow’s of Angmar Massive Multiplayer Online Game. Finally, a personal note as I want to thank a few people whom have been invaluable in providing source material, feedback and images for this work. Kevin Berger, the hapless French guy, has been of incalculable assistance to me in providing source material and I owe him a bunch! I also want to thank Dario (aka Pilous) from www.basicroleplaying.com for his assistance with excellent drawings which appear in this work and also for his advice providing another Tolkien fans viewpoint of the races presented here. All these sources and inspirations have come together to produce this chapter and have indeed fed into the whole Middle-earth BRP project. Hope you enjoy playing these races as much as my rpg group has. Hey, you can’t make life easy for the players. They wanted adventure, and I gave it to ‘em... Enjoy!

THE RACES AND CULTURES OF MIDDLE-EARTH When a player decides to create a character from Middle-earth, one of the first things to consider is the player character’s race. As an adventurer hailing from one of the races of Middleearth, the character not only represents their race to other folk, but also plays an important part in the overall struggle between the forces of light and shadow. The following are general descriptions of the predominant races of Middle-earth. Naturally certain individuals will differ to varying degrees so the information is meant to serve as a guideline for developing player characters and powerful or otherwise significant non-player characters. Many of the racial groups belong to the “Free Peoples” of Middle-earth, ie those not under the influence of the Shadow. Listed also, however, and racial groups that are in the thrall and service of the Dark Powers. Remember that characters will come into contact with peoples and cultures unknown to them in their formative years. A Lossoth warrior might speak only Labba and Westron upon leaving his native lands and carry only his fishing spear. Several months later, he may have picked up a smattering of Sindarin and be wielding a long kynac! Guidelines here are provided for the gamemaster and the players to outfit their characters when they begin playing in Middle-earth. The descriptions presented here represent the ‘norm’ in terms of the population for each race or culture. Gamemasters should feel free to embellish the players’ characters, making them slightly differ from the norm, as characters that go adventuring are the exception to the population and not the norm. Often what inspires the character to leave the comforts of home is also what sets them apart from the crowd. The player characters professions are listed in the Professions chapter (Chapter 3), but given under each racial description is the professions most commonly found within that race or culture. Players may have professions very different to the ones normally present within their culture, however most player characters will learn a profession as they adventure (see the professions in Chapter 3 for more information on this). The major races and cultures of Middle-earth are described hereafter.

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THE PLAYER CHARACTER RACES The races and cultures of the Free Peoples available for players to have as characters are:

Race/Culture

Page

Dwarven Races Dwarves Umli Elvish Races Noldor Elves Sindar Elves Silvan Elves Half-elves Hobbit Races Harfoots Stoors Fallowhides Mannish Races Beornings Dorwinrim Dúnedain Dunlendings Eriadorans Gondorians Lossoth Northman Rohirrim Woodmen of Rhovanion Woses (Drúedain)

3 7 11 17 20 27 35 43 49 50 50 51 57 58 62 65 69 74 76 79 83 87 91 95

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DWARVEN RACES

desires and greed. For the love of precious things holds dominion over the minds of many Dwarves.

(Pi. Khazad, sing. Khazad) Dwarves (or Khazâd in their own tongue,

Naugrim in Sindar) are the descendants of the Seven Fathers, the original lords of the Dwarves crafted from the earth by the Vala Aulë. He is the Smith of the Valar, the giver of mountains and master of crafts, and the Dwarves call him Mahal (kh. “Maker”). They were created first, but Eru exposed Aulë’s prideful act. When Aulë, in repentance, grabbed his hammer in order to destroy his work, Eru restrained his servant. Forgiving Aulë’s act of pride a slumber was instead laid upon the Dwarven Fathers. Aulë would be allowed to have his creatures live, but they would not be allowed to awaken until after the coming of both the Elves and Men. Following the awakening of the Seven Fathers, they became the firstborn amongst their kind and became the Seven Kings of the Dwarves. They formed seven tribes based on their lines and separated across Beleriand and Middle-earth. Although these Seven Tribes are spread across Middle-earth, they have remained close and have spawned a universal reputation for ruggedness, practicality, and unwavering loyalty. Most groups of Dwarven clans favour the rocky highlands and deep caverns of the mountains, for the Dwarves, perhaps more than any race, remember their origin and heritage. Dwarves are a short and stocky folk standing around four to five feet tall. Strong and hardy, they endure pain, fatigue and suffering more readily that the other races of the Free Peoples. They are as hardy in mind as they are in body. If the need demands it, they can push themselves hard to cross great distances quickly and are stout hearted not giving way to fear when confronting a foe. They are stern, often stubborn and proud, and fiercely resist any attempt to dominate or sway them. Dwarves have a love of crafted works, in particularly the things they make. Their works of silver, gold and precious gems are masterful works of art and rival that of the jewellery of the Eldar. But their greatest works and love of precious metals is best revealed in their love and craftsmanship of the rare metal Mithril. Other races of the Free Peoples hold the Dwarves in high esteem for their hardiness as a race, their general incorruptibility to the Shadow, and for their skill as smiths, miners, jewellers, carvers, and toy makers. But their love of wealth and crafted things has often produced jealous

Dwarves are secretive and protective by nature guarding their women and children with a fierce protectiveness. In all the chronicles of the Dwarves known to the Free Peoples, only one Dwarfwoman has ever been mentioned. This is not the case amongst the Dwarves themselves. In their own language Khuzdul, a language fiercely guarded by the Dwarves and not known to outsiders, there are many chronicles that speak of the deeds, lives and bravery of Dwarven women. For Dwarven women are held in highest regard within Dwarven society and Dwarven children are deeply loved and protected by the entire clan. Should a Dwarven child become an orphan, they will find immediately many uncles and aunts willing to take them in and raise them as the child’s parents would have wanted them raised. Rarely have Dwarven women ventured forth in the world outside their strongholds but when this has happened, they have disguised themselves to appear as young Dwarven males. In this way they show just how secretive Dwarves are by nature. Indeed some travellers have met and been aided by heavily armoured Dwarves without realising that it was in fact a Dwarven woman who was aiding them. On the whole, Dwarven woman remain within their strongholds and are not seen by outsiders, even those traders who sometimes make the Dwarven strongholds their home away from home whilst they conduct business with the Dwarves. Only one third of

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the Dwarven race is female, hence the degree of secrecy and protection the Dwarves place around their women-folk. Vindictiveness, avarice and ingratitude are the vices of the Dwarves. Their love of crafted things, precious metals and gems has caused the downfall of more than a few Dwarves. Though not as many as would be expected by such a gruff nature, have actually fallen to the influence of the Enemy, indeed fewer still than the tales of greedy or suspicious men would have it. Most hold the Dark Lord and all his servants, in particularly Orcs and Dragons, as their direst of foes and many a Dwarf on the path to ruin has repented of their deeds and made amends when the servants of the Enemy have gathered to cause woe to the Free Peoples. Some however, have fallen beyond recovery. One such Dwarf was a leader of his clan and by his actions, led his entire clan into ruin. His name was Skorgrím Dourhand, whose deeds led to the destruction of the Elven refuge of Edhelion in the Blue Mountains. Skorgrím’s greed led him to ally with the servants of the Iron Crown of Angmar and as a result led his entire clan down a path of decay and corruption. Dwarves dwell in great underground mansions. Their halls are built within the mountains and hills of Middle-earth and are grand and wondrous to behold. But by the mid Third Age of the Sun, many of their halls have fallen to the deprivations of the Dragons. Hungry for the wealth of the Dwarves, many of the Dwarven mansions, particularly within the Grey Mountains, were attacked and despoiled by these great beasts. This has fuelled much of the undying hatred the race of the Dwarves bare towards these creatures. Still others of their mansions have fallen to different servants of the Enemy. Orcs and Trolls overran Mount Gundabad in north-western Angmar. The greatest of their halls, Khazad-dûm (also known as Moria) in the Misty Mountains fell to a Balrog awoken by the Dwarves when they delved too deep in their search for mithril. Durin’s Bane, as it became known to the Dwarves, killed or drove off those of Durin’s folk who dwelt within Moria and the place became infested with Goblins and Trolls.

Despite these loses, the Dwarves still have strongholds remaining within Middle-earth. In the Ered Luin, Dwarven strongholds can be found south of the Gulf of Lune. In the later part of the Third Age, Thorin’s Halls became the greatest of these Dwarven Mansions within the Ered Luin. In Rhovanion, before the coming of the dragon called Smaug the Golden, and later after the Battle of the Five Armies, in Erebor (the Lonely Mountain) the Dwarven Kingdom under the Mountain can be found, as can the Dwarven realm in the Iron Hills. After the War of the Ring, Dwarves settled in the Glittering Caves of Aglarond in

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the Hornburg within Rohan and established a small realm there. It is foretold also, that in the later days of Middle-earth, Durin the Deathless shall be reborn again and lead his House, the Longbeards, back to reclaim Khazad-dûm and re-establish the prosperity of the Dwarven peoples. During the First Age of the Sun, the Dwarves aided the Elves and Men in their wars against the Dark Lord in Beleriand. Clad in their heavy armour, they proved to be the only ones who were able to withstand the onslaught of the Dragons during the Nirnaeth Arnoediad (the Battle of Unnumbered Tears). Their valour alone held back the great Dragon Glaurung and bought precious time for the embattled forces of the Elven

Lord Maedhros to fight a slow retreat and escape to Ossiriand. Such acts of bravery, steadfastness and loyalty won the Dwarven people undying praise and loyalty amongst the Elves and Edain men. But their desire for precious things also brought a bitter mistrust when the Dwarven smiths and jewellers living in the Elven realm of Menegroth slew King Thingol and stole his Silmaril. Later, they returned with some of the clan’s of their kin, having deceived them as to why it was that they left Menegroth and sacked that realm. Those responsible found no support from their neighbouring Dwarven clans and were hunted down and killed for their horrendous act of murder and betrayal.

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The Dwarven town of Frerin's Court near Thorin’s Gate and Thorin’s Halls in the Ered Luin. Despite their oft-bitter relations with the Elves and the lack of trust that both races share for the other, the Dwarves reserve their greatest hatred for Orcs, Trolls and Dragons. The history of the Dwarves is a tale of bitter warfare and struggle against the Orcs and Trolls and one of suffering at the claws of the Dragons. The most terrible conflict between the Dwarves and Orcs occurred in Third Age 2793-99. The War of the Dwarves and Orcs, as it became known, began when the Orcs slew Thrór, lord of the House of Durin after he entered the west gate of Moria. Such a wrong could not go unanswered. The ages old adage said of the Dwarves was to be proved true: “No friend ever did a Dwarf a favour, No enemy a wrong, Without being repaid in full.” The Dwarven clans mustered, not just the Longbeards of the House of Durin, but all the Tribes of the Dwarves whom heard of this affront, and as one they set forth to right the wrong affronted them. The Dwarves hunted down and made war against the Orcs of the Misty Mountains. No quarter was asked and non was given. In that one war, the Orc’s suffered great loss of life. So too the Dwarves, however they prevailed and almost wiped out the race of the Orcs from the Misty Mountains and Rhovanion. The Orcs learnt the true meaning of the age old adage spoken of the Dwarves during that war. The Dwarves won that war, slaying Azog the king of the Orcs of the Misty Mountains but they dared not reclaim Khazad-dûm for fear of Durin’s Bane, nor could they free their former stronghold of Gundabad from the filthy claws of the Orcs that survived in that stronghold. Not until Third Age 2941, when the Dwarves retook Erebor after the slaying of the Dragon Smaug and the victory at the Battle of the Five Armies did the Dwarves regain something of their ancient glory.

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Dwarves gain access to the following innate abilities.

DWARVES The race of the Dwarves differs little across the Seven Tribes (or Houses). The greatest of the Houses of Dwarves in the Third Age is the House of Durin, also known as the Longbeards, and many of the Dwarves encountered in north-western Middle-earth hale from this House. All Dwarves share the following characteristics in common. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6 1D6+12 1D4+4 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 14 MOVE: 6 15-16 HIT POINTS: 12 6-7 Damage Bonus: none 13 10-11 10-11 10-11 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: armour points will vary dependent upon the armour worn. They will generally wear metal armour over leather. Weapon

Strike Rank 7 8 8 3

Percent age @ 50% @ 45% @ 45% @ 40%

Damage

1D8+2+db bleed 1D6+db crush 1D6+1+db imp. 2D4+2 impale @ 1D2+db Kite Shield 3 50% (knockback) @ Percentages are for NPC Dwarves only. Skills: NOTE: If the Gamemaster is randomly generating Dwarven NPC’s, use the following skills as a guide. Otherwise player character Dwarves will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 65%, Brawl 50%, Craft (blacksmithing) 55%, Dodge 50%, Grapple 45%, Knowledge (Dwarven) 85%, Language (Westron) 80%, Language (Khuzdul) 100%, Listen 55%, Repair (weapons and armour) 55%, Spot 65%, Status 55%, Throw 45%. Battle Axe Warhammer Shortsword Hvy Crossbow

Craftsmanship: The Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other races, even the Elves. As such they receive an additional 60 skill points to allocate to Craft skills and their Repair skill during character development. Darkvision: Dwarves have excellent low light vision. In most darkness outdoors and in dimly lit tunnels Dwarves can see 15 meters perfectly and fairly well up to 30 meters. In absolute darkness, they can see up to 3 meters. Firestarting: Dwarves have great skill at starting fires, even in the most adverse of weather conditions (such as heavy rain and wind). As such, they receive a bonus of +20% to the die roll when undertaking any Wilderness skill roll that involves attempting to get a fire started. Gamemasters and players should always use common sense; however, as soaked kindling in heavy rain is just not going to ignite no matter how skilled the Dwarf is in their Wilderness skill. Hardness of Body: Dwarves rarely fall ill. As such they receive a bonus of +60% to the die roll when attempting to resist the effects of any disease or poison that enters their system. Hardness of Mind: Dwarves are strong-willed, and they steadfastly resist any efforts to control them. As such they receive a bonus of +20% to the die roll when being attacked by any POW versus POW resistance roll (ie they are the Defender/Passive Characteristic in such an attack). They do not receive this benefit if they are the attacker in any POW versus POW resistance roll ie the Active Characteristic. Refer to the Resistance Table on p.171 of the BRP Rulebook. Dwarves also receive this +20% bonus when suffering the effects of any Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Healthy: Dwarves receive a bonus of +20% to the die roll when undertaking any Stamina rolls to resist weariness for any reason.

Racial Traits: All Dwarves share the following racial traits in common. Whether being played by player characters or used as NPC’s, e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.7


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DWARF PLAYER CHARACTERS PHYSICAL CHARACTER Build: Short, stocky and strong, with exceptionally strong limbs. Males have a weight average 68kg (approx 150 pounds) and females weight around 61kg (approx 135 pounds). Colouring: Skin colour is fair to ruddy in complexion. Eye colour is variable from blue to brown or green. Hair colour is usually dark; brunette, auburn or brown. Older dwarves will develop grey or white hair colour. Endurance: Tremendous, see the Healthy racial trait above. They can carry great burdens over long distances with little rest. If the optional Encumbrance Rules are being used, Dwarves are able to lift the equivalent of their STR x 9 (refer to p.180 of the BRP Rulebook). Height: Males average 1.45m (4’9”), females 1.35m (4’5”). Lifespan: Between 200 to 400 years. Dwarves are said to become ‘war-worthy’ (able to fight and engage in hard labour) at about the age of 30 years. Resistance: All Dwarves gain +30% to their skill and characteristic rolls made when enduring against either flame or ice attacks. Fire and ice attacks will do damage normally however, with the Dwarves worn armour protecting against this damage.

CULTURE Clothing & Decorations: Beards are grown by all males, and are often braided. Females that leave Dwarven strongholds will dress to appear as males and will wear fake beards and hooded cloaks in order to hide the fact that they are women. Long hair, also braided at times, is fashionable for Dwarves. Heavy garb with colourful hooded cloaks are standard clothing. Dwarves will rarely travel abroad without donning armour of some fashion (usually heavy metal armour). Fears and Inabilities: Open water and the Vala Ulmo (Lord of Waters). They do not normally swim. To reflect this, during character development, it costs 2 skill points to raise 1% in the Swim skill (ie double the normal cost for skill development).

Lifestyle: Dwarves are superb miners, craftsmen, and stoneworkers. In the skill of working stone, they are unsurpassed by any other race. Dwarves live in tightly-knit communities and favour underground cities or strong stone citadels cut into rugged hills or mountains. Marriage Pattern: Monogamous. Only a third of the race is female. The line is traced through the male. Religion: They worship Eru and revere Aulë who made them from the stone of the earth. Dwarves believe that each lineage of the Seven Fathers has a common spirit which permeates all within that tribe and ties them together. They revere their ancestors and believe that in each King exists a part of his predecessors. Indeed they believe that through the females of their race, the spirit of their Tribal Father flows, in portion, to her children. Hence the reason for the fierce protection shown by all Dwarven men for the women and children of their Tribe.

OTHER FACTORS Demeanour: Sober, reserved, possessive, suspicious, pugnacious, introspective and sometimes grasping or greedy. Dwarves are tenacious warriors; they fight without quarter and never retreat. Each Dwarf treats his kind as brothers and will look upon non-Dwarves with suspicion until they know for certain that they may be trusted. Their blood is thick and their bonds are deep. They enter into agreements with extreme care but, once made, honour them to the letter. The old adage is true of Dwarves: “No friend ever did a Dwarf a favour, No enemy a wrong, Without being repaid in full.” Languages: Amongst themselves Dwarves speak a guarded tongue called Khuzdul. This language is known by virtually no one but themselves and they guard it as jealously as they would their greatest treasures. When in public or about in the wilds of Middle-earth, Dwarves will speak Westron, the Common Speech, or one of the Elvish tongues (Bethteur or Sindarin). All Dwarven characters will begin the game able to speak Khuzdul at their INT x5 as a percentage and Westron at their INT x3 as a percentage. Skill points can be used to increase these language skills up to a maximum of 95% during the character development process. Prejudices: Dwarves hate Orcs, Trolls and Dragons, whom at the hands of which, the Dwarven race has suffered greatly. They are generally suspicious of all other races but in particularly

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there is great distrust of the Elves and their magical ways, for the Dwarves and Elves have had their differences over the millennia and Dwarves are slow to trust anybody. Dwarves also do not trust anyone who wields magic. Restrictions on Professions: Starting professions available for Dwarves include the following: Alchemist, Craftsman, Farmer, Healer, Hunter, Labourer (usually Miner), Merchant, Scholar, and Warrior. Alternatively, the player can roll on the Background Options For Beginning Player Characters table below. Taught and blessed by the Vala Smith Aulë, Dwarves practice a plain, practical earth-magic known as Runes. The engraving of runes into many of their objects and weapons imbibes them with powers. This practical magic rests within the item so empowered and is activated when the user expends power points to activate the magic within the item. The benefit of this method is that the user of the item does not need to know the spell in order to use the magic within the item. Runes are not an enchantment or conjuration, in the way that most other races use magic, and the user of the item does not need to speak any enchantment aloud to activate the magic within the item. The user simply touches the runes engraved on the item and expends the appropriate number of power points in order to activate the items magical properties.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: All Dwarves have ready access to steel weapons. A player character can be expected to begin the game with: •

Either a dagger, battleaxe, shortsword, war hammer, or mace; and

A throwing axe, light crossbow, or a selfbow. Armour: A player character can be expected to begin the game with cuirbouilli leather or leather and ring mail armour. Helm will be a leather hood. They will have a Target, Round or Kite shield depending upon the largest sized shield the character has the required STR/DEX to use. Their armour will be a sleeved Hauberk that covers their abdomen, chest and arms. Clothing: Outer garb Dwarven characters begin the game with includes a detachable hooded heavy cape with flaps sewn into it, permitting the face to be covered. The heavy cape will have a decorative brooch signifying the clan the Dwarf hales from. They will also have tall boots made of heavy leather (acts as 2pts of armour and •

covers the legs of the character). Garments are bright solid colours – scarlet, forest green, indigo blue, golden yellow, royal purple. Inner garb worn will include a leather or cotton jerkin or a woollen tunic, or a wool or linen shirt and close fitting trousers of deep-hued leather or wool. All inner garb is available in the same bright solid colours as the outer garb. Money: In addition to any coinage derived from the Background Social Status below, the character may possess additional coinage of various mints worth 400 sp (or it could be a gem or piece of jewellery worth that same amount). This is generally derived from the Dwarven characters own labours.

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within the Dwarf clan has been, and any additional starting monies they may have saved or been given. Background Social Status: Dwarves D100 Background Money 01 Alchemist 3D100 Silver pieces 02-03 Healer 3D100 Silver pieces Craftsman (chose one: Jeweller, Toymaker, Armourer, Smithy, or 04-20 Stonemason) 4D100 Silver pieces #1 21-40 Labourer 1D100 Silver pieces #2 41-70 Labourer (Miner) 2D100 Silver pieces 71-80 Farmer 1D100 Silver pieces 81-90 Hunter* 2D100 Silver pieces 91-93 Merchant 4D100 Silver pieces 94 Scholar 3D100 Silver pieces @ 95-98 Warrior (Guard) 2D100 Silver pieces 99 Chieftains Bodyguard 4D100 Silver pieces D100x10 Silver 100 Chieftain pieces #1 Labourer’s will be those Dwarves who are learning an apprenticeship from a Dwarven Craftsman but are not yet skilled enough to be classed as a craftsman themselves. They will be working in the field of the apprenticeship they are learning. #2 Labourer (Miners) are the backbone of the Dwarven clan and gather the wealth of that clan from the riches of the earth. They are skilled in mineral exploration, exploitation and refining of precious metals. In times of conflict they are also stout warriors that defend their strongholds.

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* Hunter’s gather the game that Dwarves are so fond of eating, but they also act as the scouts of the Dwarven clan, keeping an eye on the surrounding countryside and gathering information about the goings on around them. @ Warrior (Guard) are those Dwarves that act as the guardsman and police of the Dwarven clan. When trouble rears its ugly head, these are the first to defend their clan, giving all other war-worthy Dwarves the time to gather their armour and weapons and rally to the defences.

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UMLI

(sing. Umit)

The Umli (Um. “Half-folk,” sing. Umit) are a mysterious folk, known to the Wise but understood by few. Legends of the Lossoth tell that they were a lost tribe of Dwarves that escaped the devastation wrought during the First Age by fleeing north and westwards into the Northern Waste. The Dwarves believe the Umli to be a race of Men. The Umli themselves hold their origins as being the offspring of an ancient union between both Dwarves and Men and refer to themselves as the “Half-dwarves” or “Half-folk.” Their legends speak of Sinuphel a maiden of Men whose father gave to Jari a Dwarven smith his daughter’s hand in marriage as a bride price for the Dwarf’s assistance and services. It is said in the legends of the Umli, that a lone Dwarf had wondered far from his home into the north of Middle-earth. His companions had been slain by orcs and the Dwarf came to the aid of a tribe of men harried by those same orcs. The Dwarf stayed with the tribe to assist them for many years, but he longed to return to his own people far to the south. The chieftain of the tribe gave his daughter in marriage as a gift for the Dwarf’s aid. At first the two young lovers were shy of each other and kept to themselves, with the Dwarf treating his bride with the utmost of honour and chastity. She kept their home and took good care of him. Over time love blossomed between the two and the Dwarf began to think less of his homeland and his people and more of the attentions of his young bride. She, in turn, when she gazed at her unusual husband, did not see a Dwarf, but a dashing and honourable man who was kind and gentle towards her, treating her with great respect. As the years passed they grew to love each other deeply and she bore him many children. When her father died, the people of the tribe looked to the dwarf to take leadership over them. This he grudgingly did and over time his children and the children of the tribe married and bore more offspring of the union of Dwarves and Men. Thus the Umli describe their origins. But still other songs amongst the Umli speak of when the Sun and Moon were still fresh and new, how Sinuphel and Jari joined forces to warn the tribes of men about the beguilement’s of the Enemy. They were “cursed” with unnatural love for each other and were forced to flee in order to be together. Thus the Enemy silenced their warnings amongst the tribes of men, and thus too did their forbidden love produce the race of the Umli. This second story regarding the origins of this mysterious people

would seem to be mere folklore however as the Wise know that the Enemy is not capable of inducing love in others. The icy winds and frozen ground of the Northern Waste are the natural home of this people. Umli settlements extend as far westward as the coasts of the Forsaken Sea and the mouth of the Everhir. The patrilineal Umli culture recognise two levels of kinship: the lati (sing. lat) and the umlati (sing. umlat). The lati are analogous to clans, marking blood relations through the seventh generation. The umlati, on the other hand, designate common locality or a preferred environment of habitation (such as woodland, taiga or tundra). In practice, the umlati function as tribal entities, though in theory the lati of which they are made up need have no shared lineage between them. The umlati is the environment the lati share in common, even if the various lati present within the umlati are not blood related to each other. For example, the two Umitic settlements within the western Forodwaith (Poulihmisten and Vasaran Ahjo) both belong to the Ushahir umlati. The environment of this umlati is open tundra. In temperament, the Umli tend to be possessive and territorial, taking after the Dwarvish side of their nature. Those travelling through Umitic territory should at least do the courtesy of asking permission to wander there, as the Umli (especially those that dwell nearest to Angmar) may react violently, regarding all strangers as spies for the Iron Crown of Angmar, if such strangers first do not seek a “by your leave” from the local lati elders. With those who pose no threat to them the Umli are cordial, but weary; friendly but slow to trust. They will be happy and quick to establish trade with any showing interest in their wares. Trade with outsiders is more common than one would expect in these northern climes as the Umli exhibit their Dwarven ancestry in the way that they are excellent miners, smiths and metalworkers). They will not knowingly trade with any of the servants of the Witchking of Angmar as Orcs, Snow Trolls and Helegrogs are their most hated enemies, and the Iron Crown has dealings with such creatures. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg

3D6 1D6+12 2D4+4 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08

Average 10-11 MOVE: 6 15-16 HIT POINTS: 12 8 Damage Bonus: none 13 10-11 10-11 10-11 Points Variable/4 Variable/4

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Abdomen Chest Right Arm Left Arm Head

09-11 12 13-15 16-18 19-20

Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: armour points will vary dependent upon the armour worn. See Clothing and Decorations below for more information. Weapon Dagger Battle Axe Shortsword Composite Bow Spear, Short

Strike Rank 9 7 8 5

Percent age @ 70% @ 50% @ 45% 40%

@

Damage 1D4+db impale 1D8+2+db bleed 1D6+1+db imp. 2D4+2 impale

@

1D6+1+db imp 1D3+db Round Shield 3 50% (knockback) @ Percentages are for NPC Umli only. 7

50%

@

Hardness of Body: Umli rarely fall ill. As such they receive a bonus of +30% to the die roll when attempting to resist the effects of any disease or poison that enters their system. Hardness of Mind: Umli are strong-willed, and they steadfastly resist any efforts to control them. As such they receive a bonus of +10% to the die roll when being attacked by any POW versus POW resistance roll (ie they are the Defender/Passive Characteristic in such an attack). They do not receive this benefit if they are the attacker in any POW versus POW resistance roll ie the Active Characteristic. Refer to the Resistance Table on p.171 of the BRP Rulebook. Umli also receive this +10% bonus when suffering the effects of any Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Healthy: Umli receive a bonus of +10% to the die roll when undertaking any Stamina rolls to resist weariness for any reason.

Skills: NOTE: If the Gamemaster is randomly generating Umli NPC’s, use the following skills as a guide. Otherwise player character Umli will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 65%, Craft (blacksmithing) 55%, Dodge 50%, Grapple 45%, Language (Westron) 50%, Language (Umitic) 100%, Listen 55%, Repair (weapons and armour) 55%, Spot 65%, Throw 45%, Wilderness Survival (Northern Waste) 80%.

Racial Traits: All Umli share the following Dwarven racial traits in common. Whether being played by player characters or used as NPC’s, Umli gain access to the following innate abilities. Craftsmanship: The Umli share their Dwarven cousin’s love for mining and the smithing of metals. As such they receive an additional 30 skill points to allocate to Craft skills (that involves metals or smithing) and their Repair skill during character development. Darkvision: Umli have good low light vision. In most darkness outdoors and in dimly lit tunnels Umli can see 5 meters perfectly and fairly well up to 15 meters. In absolute darkness, they can see up to 3 meters. Firestarting: Umli share their Dwarven cousin’s great skill at starting fires, even in the most adverse of weather conditions (such as heavy snow and wind). As such, they receive a bonus of +10% to the die roll when undertaking any Wilderness skill roll that involves attempting to get a fire started. Gamemasters and players should always use common sense; however, as soaked kindling in heavy snow is just not going to ignite no matter how skilled the Umit is in their Wilderness skill. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.12


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UMLI PLAYER CHARACTERS

PHYSICAL CHARACTER Build: Umli are slightly taller and less stocky than their Dwarven progenitors. Males have a weight average 68kg (approx 150 pounds) and females weight around 61kg (approx 135 pounds). Colouring: Ruddy in complexion and brilliant-red hair and beards are the predominant colourations of the Umli, though the older Umli will have snow white or gray hair. Nearly all have light blue eyes that seem to bore holes with a single glance. Endurance: Umli are exceptionally hardy in the cold, seeming to revel in the piercing winds that cut down many a mortal, see the Healthy racial trait above. Height: Males average 1.55m (5’1”), females 1.45m (4’9”). Lifespan: Between 100 to 200 years. Resistance: All Umli gain +30% to their skill and characteristic rolls made when enduring against the effects of either cold or ice. Cold and ice attacks will do damage normally however, with the Umli’s worn armour protecting against this damage.

CULTURE Clothing & Decorations: Beards are grown by most males however Umli beards tend to resemble more the beards of Men than the Dwarves, though exceptions are not unusual and show clearly the linked ancestry of these people. Like most dwellers of the Northern Wastes, the Umli rely on seals, walruses, foxes, hares and other creatures of the far North for the hides and furs they use in their clothing. They work the hides into long coats, trimmed with fur inside and out. Under these coats, they wear at least two layers of breeches and hose, and a thick leather shirt with a felt or knit vest. Finely knitted gloves fit under sturdier leather mittens. Fastenings on all garments are sinew frog closures, allowing the edges of the clothing to overlap for better insulation. Knit caps and scarves are the preferred headgear; many have sinew embroidery or carved buttons at the throat, though all shades of clothing remain natural and undyed. Calf-length boots or soft shoes and wide belt, often tooled and fastened with a buckle carved of bone (metal being

impractical in such freezing climbs), complete their dress. When the Umli are outside for longer periods of time, they also wear heavy hide boots over their less insulated footgear. Fears and Inabilities: None. Lifestyle: Umli are predominantly hunters and gatherers, and fisherman. They move from site to site depending on the season and the abundance of local food sources. Most reside in caves where they maintain semi-permanent settlements that are shared between the different lati of the umlati. Many mine, and the Umli are accomplished smiths and artisans. Where mining resources are plentiful, more permanent cave settlements are established and Umli from many different lati will come to work for a time in order to either learn new skills or gather the resources they need and smith the items required by the tribe. After this has been done, they will return to their lati with their goods. No Umli considers such resources to be owned by any specific umlati, but by the Umli people as a whole and a gift from Aulë to their people. Umli are not as materialistic as their Dwarven ancestors and consider the goods they possess within the mindset of what their lati require to survive in the harsh Northern Wastes. Marriage Pattern: Monogamous. The line is traced through the male. Religion: Reflective of their duel heritage, the Umli worship Ilúvatar the One True God, under the name Odanal, while reverencing Aulë the Maker (whom they call Mahlic) above all of the Valar. The religious rituals of the Umli are carried out in the mahladôm, a bell-shaped chamber in which they inter their dead. The mahladôm is always a subterranean rock chamber, expressing the spiritual bond which the Umli feel towards the earth.

OTHER FACTORS Demeanour: Sober, reserved, generous, persevering, stubborn, fierce and yet quiet. Slow to trust but then loyal in friendship. Languages: Amongst themselves the Umli speak a language called Umitic. Some Umli know a little Labba (the native tongue of the Lossoth peoples). All Umli peoples know at least a little Westron due to the trading that occurs in the North. All trade is conducted in Westron as it is the common tongue. All Umli characters will begin the game able to speak Umitic at their INT x5 as a percentage and Westron at their INT x3 as a percentage. Skill points can be used to increase these language skills up to a maximum of 95% during the character development process. Prejudices: The Umli hate Orcs, Snow Trolls and the dreaded Helegrogs, At the hands of these

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creatures the Umli have suffered greatly. A number of Umli warriors have won fame and great renown through defeating such creatures, though usually such fame was awarded posthumously. Restrictions on Professions: Starting professions available for Umli include the following: Craftsman, Healer, Hunter, Shaman, and Warrior. Alternatively, the player can roll on the Background Options For Beginning Player Characters table below. Taught by their ancient Dwarven progenitor, Jari, the Umli practice the practical earth-magic known as Runes. The engraving of runes into many of their objects and weapons imbibes them with powers. This practical magic rests within the item so empowered and is activated when the user expends power points to activate the magic within the item. The benefit of this method is that the user of the item does not need to know the spell in order to use the magic within the item. Runes are not an enchantment or conjuration, in the way that most other races use magic, and the user of the item does not need to speak any enchantment aloud to activate the magic within the item. The user simply touches the runes engraved on the item and expends the appropriate number of power points in order to activate the items magical properties. Umli Shaman’s also practice the use of spirit conjuration in shamanistic rituals. This is a practice left over from the human ancestry of the Umli and has been rarely practices since the time that the Dwarf Jari joined the human forefathers of the Umli. Shaman “spirit calling,” as the Umli refer to the practice, became shunned by the humans who lived with Jari. It was he who explained to them the dangers of allowing deceiving spirits to lead the people astray and into the detestable practices of following the Dark Lord. His warning was heeded and in return, over time, Jari revealed the secret of Runes, the earth magic that was taught to the Dwarves by the Vala Smith Aulë. Shaman “spirit-calling” is still a secret taught by some who have kept the old way alive. Not surprisingly the Enemy has utilised this weakness amongst the Umli to sow discord and trouble and more than a few quarrels have degenerated into blood feuds due to the lies of the messengers of the Enemy leading the Shaman’s astray.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: All Umli have ready access to steel weapons. A player character can be expected to begin the game with:

A short spear; and

Either a dagger, handaxe, battleaxe, or shortsword; and

• A throwing axe or a composite-bow. Armour: A player character can be expected to begin the game with hard leather or cuirbouilli leather armour made from the pelts of polar bear, seal, northern elk, or whale hide. Helm will be a leather hood. They will have a Round shield covered in animal hide. Their armour will be a sleeved Hauberk that covers their abdomen, chest and arms. Rarely will their armour contain metal, as its use is highly impractical in such cold climbs and can result in the wearer’s skin freezing to parts of the garment. Clothing: A player character can be expected to begin the game with two sets of clothing as described in the Clothing and Decorations section above. Such clothing will be sufficient enough to protect against the cold and the rigours of the Northern Wastes, but however will be too warm in the non-winter months in the lower regions of Middle-earth. Player characters will also have a Hauberk (covering their abdomen, chest and arms) of either hard leather or cuirbouilli leather armour, and a leather hood to provide protection for their head. They will have thick boots as described in the Clothing and Decorations section above that affords them a total of 2pts of armour to each leg. Money: Goods which may be bartered or sold for coinage include: a skin of spermaceti (important ingredient in ointments and candles) worth 20 silver pieces; 7 leaves of Darsurion (a leaf that heals 1D6 hit points each) worth around 20 silver pieces each; 4 seal pelts worth around 10 silver pieces each; and 1D20 intricately carved trinkets of narwhal ivory worth around 1D4 silver pieces each.

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within the Umli clan has been, and any additional starting monies they may have saved or been given. Background Social Status: Umli D100 Background Money A skin of spermaceti worth 20 silver pieces and 7 leaves of Darsurion (a leaf that heals 1D6 hit points 01-05 Healer

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each) worth around 20 silver pieces each. +1D20 intricately carved trinkets of narwhal ivory worth around 1D4 silver 04-20 Craftsman (Smithy)* pieces each. +4 seal pelts worth around 10 silver 21-70 Hunter* pieces each. +4 seal pelts worth around 10 silver 71-90 Warrior* pieces each. A skin of spermaceti worth 20 silver pieces and 7 leaves of Darsurion (a leaf that heals 1D6 hit points each) worth around 91-93 Shaman 20 silver pieces each. +4 seal pelts worth around 10 silver 94-99 Chieftains Bodyguard pieces each. +1D20 intricately carved trinkets of narwhal ivory worth around 1D4 silver pieces each. +4 seal pelts worth around 10 100 Chieftain silver pieces each. # These three professions all cross over into each other’s skill sets. So a Craftsman will also spend time as a Hunter and even a Warrior during times when the tribe is under threat. A Warrior will spend some time mining and smithing materials that will be required by the tribe (metal weapons for example) and hunt for food. A Hunter will spend time crafting items required in daily life and will also fight as a warrior to defend their tribe. So these three professions are a loose definition amongst the Umli. As such, characters from these professions are permitted to assign professional skill points amongst the skills identified under all three of these professions as they see fit.

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ELVEN RACES (Quendi or Eldar) Elves were the first to awaken and venture into Middle-earth. They are a graceful and noble race of immortal beings who resemble Men, but shine with a faint inner glow which betrays the spirit of unique thoughts and gifts. No race has been blessed more, or cursed so much, by the hand of Fate. Though basically similar to mortal men, Elves have several important, if subtle differences. As a race they are taller than humans, but they are uniformly slender and have less body hair. Elven men have no beards. Fine features and fair, unmarred skin combine with sparkling eyes to give the Elf an enchanted aura. A strange deftness and ease of movement give them a graceful quality, and it is not surprising that they are very agile and so light afoot; they leave few traces of their passing and can walk on the surface of freshly fallen snow. Their gentle physical appearance belies great strengths, however, for they are highly resistant to the crippling effects of extreme temperatures, and are immune to disease and illness. They are also immortal, and age in a graceful, nearly imperceptible manner. Elves commonly die from only two causes: through violence or as a result of a weariness of the world. In the latter case an Elf is simply overcome with grief over the course of time, thereby losing the will to live. All the Elves who pass away are gathered in the Halls of Mandos, the Place of Awaiting, in the far west of Aman (Valinor). There they await the End of the World, or are released back into the world to replace another of their line who has perished. In a sense, Elves are often reborn as descendants of themselves. The Elves revere the Valar (Q. "Powers") and many know their nature well. Still, they have no formal religion; instead they show their respect through poetry and song and gather to celebrate life and the gifts from on high. This respect for the way of things is largely tied to their acceptance of their close ties to the Fate set down in the Song of Creation, although much of it also stems from an understanding and joy regarding the creations of nature which have been handed down and overseen by the Valar. Above all but Eru (whom they worship) they respect Varda, Queen of the Valar and fairest of all in creation. She is the bringer of light, and they call her "Lady of the Stars" (Elentári or Elbereth).

Elves do not need sleep. Instead, they receive rest through meditation involving memories, past events they recall with remarkable vividness. Normally they go into this trance-like state for approximately two hours each day, although they can function for many days with little or no relief. While in their meditative state, Elves are extremely difficult to awaken; they rise at a point previously decided. This manner of rest is in keeping with the Elven fondness for the night. Men have often referred to them as people of the stars with good reason, for Elves see as well on a star-lit evening as a man would at the height of day. Elven sight is ideal for the partial darkness of the shadowy forest or cloudy sky, and allows them mobility unlike that of any other race. In absolute darkness, however, they suffer as others do; they can not see at all.

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Their sense of hearing is also superb, and no doubt accounts for the Elven skills with music. Their reverence for song is unparalleled and has affected their language and way of keeping precious records. The Elves were first to use spoken words and have taught the other races of the gift of speech. Thus their own name for their kind: "Quendi" -the "Speakers." All of their speech has a musical quality when spoken properly, lending itself well to verse. Elven Bards, then, have had little trouble in maintaining the histories and epics of their race as a collection of wondrous songs and spoken poetry.

There are two major groupings of Elves in Middle-earth. Their split in the early First Age formed the basis for the development of two separate Elven cultures. The most exalted group is the Eldar. The three kindreds of the Eldar (Noldor, Vanyar, and Teleri) made the Great Journey across Middle-earth during the First Age. Most settled for a time in Aman (the Undying Lands), or along the shores of now-sunken Beleriand. Only the Noldor (High-elves) and Sindar (Grey-elves who are a group of Teleri) remained in Middle-earth following the War of Wrath that ended the First Age. All other Elven kindreds are counted as Avari or Silvan Elves. They are commonly called Wood-elves among men.

From these cultures came the three groups which form the Elven races found within Middleearth during the Second and Third Ages: the Noldor, the Sindar, and the Silvan Elves. Amongst these races representing the population of Elves living within Middle-earth, the Noldor are the least numerous and the Silvan the most numerous. Of all the races of the Free Peoples living within Middle-earth, it is the Elves who have contended the longest against the Shadow, and suffered the greatest at the hands of its servants.

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Racial Traits: All Elves and immortal Halfelves share the following racial traits in common. Whether being played by player characters or used as NPC’s, Elves and immortal Half-elves gain access to the following innate abilities. Some of these abilities vary however between each of the three Elven races (and their sibling immortal Halfelves) and are therefore highlighted in more detail under each of the Elven racial sections below.

(for example, when walking on snow, Elves do not sink into it but instead walk lightly upon it, hence the reason it can be so difficult to track them). Finally, Elves has high Dexterity (refer to each racial description) and as such have superb balance, rarely falling off even the slenderest branches or narrowest ledges (as reflected in their Agility Roll).

Adaption to Cold: Due to their inner light, Elves are resistant to the effects of cold, though concentrated cold effects from magical attacks will affect them. Refer to each of the Elven descriptions for more detail regarding this racial trait. Animal Affinity: Elves have a great rapport with good animals, such as horses and eagles. They can, in a sense, speak with them (ie they can understand the body language of such animals and feel impressions of what the animal is thinking), they can feel empathy with such animals and can call on them for service at need. As such, all Elves receive a bonus of +50% to their Ride skill and receive a new Mental skill called Animal Handling at the beginning chance of 50%. These skills can be increased normally through experience and through the use of skill development points during the Character creation process. Elven Stamina: Refer to each of the Elven descriptions for more detail regarding this racial trait. Elven Vision: Refer to each of the Elven descriptions for more detail regarding this racial trait. Elven Hardness of Body: Refer to each of the Elven descriptions for more detail regarding this racial trait. Elven Hardness of Mind: Refer to each of the Elven descriptions for more detail regarding this racial trait. Ghost-scorn: The ghosts of Men hold no terror for Elves, who are immune to any fear effects that ghosts may create. As such Elves do not suffer from the effects of any Aura Attack initiated form the ghosts of Men. Light-footedness: Elves move more swiftly than Men (represented by their movement rate of 12) and can move silently, even when running. As such they receive a bonus of to their Stealth skill of +40% during Character generation and are permitted to attempt a Stealth roll when running in order to remain silent. Elves also step lightly and any attempt to track an Elf or a party of Elves will be considered to be Difficult (ie halve the trackers chance of success in their Track skill). Elves also can walk over fragile surfaces such as snow, unbent grass and narrow branches without difficulty e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.18


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NOLDOR

Right Arm Left Arm Head

(sing. Noldo)

13-15 16-18 19-20

Variable/5 Variable/5 Variable/6

NOTE: armour points will vary dependent upon the armour worn. They will generally wear metal armour over leather.

The Noldor are often called the “High

Elves” ostensibly because they are considered to be the most noble of all the Quendi living in Middleearth. They are the only Elves living in Endor who have ever resided in the Blessed Realm of Aman across the western sea. This exalted status is accentuated by their close ties with the Valar, a relationship which accounts for their unique culture and linguistic roots. At the urging of Fëanor, eldest son of the Noldor’s first King Finwë, many amongst the Noldor rebelled against the Valar. They were led by Fëanor back into Middle-earth, just prior to the dawning of the First Age of the Sun, to make war against the Dark Lord Morgoth for the atrocities he had committed against both the Valar and Noldor. Powerful and learned – even compared to most Elves – they have great love for lore and the arts of making. The Elven-smiths of the Noldor surpass all others, even the Dwarves, in their crafts. They count the Silmarils and the Rings of Power among their works. By the end of the Third Age of the Sun, most Noldor had returned to Valinor via the Grey Havens, leaving only a few in Wandering Companies in Eriador, or lords of Elven-kingdoms who yet preferred to remain in their lands. Galadriel, Gildor, and Glorfindel are of the Noldor. Finwë was the first King of the Noldor, which is counted among the Eldar as the Second Kindred. Finwë’s sons – Fëanor, Fingolfin, and Finarfin – produce the three traditional lines which compose the whole of the Noldor. Other names for the Noldor include Deepelves, Golodhrim or Gelydh (all Sindarin labels), and Nómin (an Adan label).

Characteristic Roll STR CON SIZ INT * POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest

2D6+6 1D6+12 2D6+9 2D6+9 3D6+9 2D6+12 3D6+6 Melee 01-04 05-08 09-11 12

Weapon

Strike Rank

Percent Damage age

Elven @ 1D10+1+db bled 5 75% Longsword @ 2D6+2+db bled. Elven Naginata 4 75% @ 1D8+1+½db imp Elven Longbow 3 75% # Elven Arrows +1 damage Elven Leaf @ 1D4+db 6 75% Shield (Kite) (knockback) @ Percentages are for NPC Elves only. *

Due to having lived in the Undying Lands of the West across the bended sea, daily living amongst and being taught by the Valar, all Noldor have a much higher POW than Elves who have never been to the Undying Lands. For those very few Noldor who have been born within Middle-earth after the First Age of the Sun, who have never seen the Undying Lands or been within the presence of the Valar, use a POW of 2D6+6 (average of 13). # Elven arrows are expertly made and are designed to be lethal. As such, when using an Elven arrow a character adds +1 damage to the damage inflicted by their bow. Skills: NOTE: If the Gamemaster is randomly generating Elven NPC’s, use the following skills as a guide. Otherwise player character Elves will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 75%, Brawl 50%, Craft (various) 55%, Dodge 70%, First Aid 90%, Grapple 75%, Knowledge (Elven) 85%, Language (Westron) 100%, Language (Quenya) 100%, Language (Sindarin) 95%, Listen 85%, Perform (instrument or singing) 100%, Spot 75%, Stealth 85%, Throw 85%.

Average 13-14 MOVE: 12 15-16 HIT POINTS: 18 16 Damage Bonus: 16 +1D4 19-20 19 17 Points Variable/6 Variable/6 Variable/6 Variable/8

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Racial Traits: All Noldor Elves share the following racial traits in common. Whether being played by player characters or used as NPC’s, Noldor Elves gain access to the following innate abilities. Adaption to Cold: Due to their inner light, Elves are resistant to the effects of cold, though concentrated cold effects from magical attacks will affect them. When outdoors in cold environments, Elves are considered to have the power Adaption to Cold environments (refer to the Adaption power on p.148 of the BRP Rulebook and also the Spot Rule: Cold, Exposure, Hunger, and Thirst on p.219 of the BRP Rulebook). They must however spend the required power points to activate and maintain this power. If they do not have the power points to activate or maintain this power within Cold environments, then they will suffer the ill effects as detailed in the Spot Rule: Cold, Exposure, Hunger, and Thirst on p.219 of the BRP Rulebook. Craftsmanship: Taught by the Smith of the Valar, Aulë, the Nolder are the most skilled of craftsmen living within Middle-earth and possess many secrets of making that are unknown to other races, except perhaps the Dwarves. As such they receive an additional 60 skill points to allocate to Craft skills and their Repair skill during character development and their items of craftsmanship are delicate, beautiful, resilient and highly sought after by other races of the Free Peoples. Elven Stamina: Elves receive a bonus of +20% to the die roll when undertaking any Stamina rolls to resist weariness for any reason. Elven Vision: No race sees better outside during the darkness of night than the Elves. Noldo vision under moonlight or starlight is as good as a Man’s during the height of daylight on a clear sunny day. Noldor also have excellent long distance vision and do not suffer any penalties to Spot rolls when gazing into the distance to make out objects or details. In other situations when there is any light source, Noldor can see at least 15 meters perfectly and fairly well up to 30 meters. In absolute darkness, however, they are no better than Men (ie they can’t see at all). Their hearing range is three times that of a normal Man.

Inner Light of Aman: Those Noldor whom have lived among the Valar across the Sea have power against both the Seen and the Unseen. Only Noldor who have journeyed to the Undying Lands and now live within Middle-earth posses this power. As Gandalf discussed with Frodo: “...those who have dwelt in the Blessed Realm live at once in both worlds, and against both the Seen and Unseen they have great power.” “I thought that I saw a white figure that shone and did not grow dim like the others. Was that Glorfindel then?” “Yes, you saw him for a moment as he is upon the other side: one of the mighty of the First-born. He is an Elf-lord of a house of princes.” (LotR:FotR Bk.1) When a Noldor so chooses, they may unveiled their inner glory. The sight and presence of the Noldor is frightening, causing dread to the servants of the Shadow. Any evil creature will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -40% penalty to their resistance roll attempt (the penalty will be higher is the Noldor is a great Elven lord or prince). Those who are not under the influence of the Shadow, and to whom the Noldor is providing aid, will instead feel inspired by the Noldor’s presence and receive a boost of confidence in their efforts of +20% to all combat skills, Effort, Luck and Agility rolls. It costs the Noldor 1 power point per Turn (ie 25 combat rounds or 5 minutes) to reveal their inner glory and project it for all to see.

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Should the Noldor’s power points be reduced to zero, their inner glory will suddenly diminish and the Elf will collapse and fall unconscious due to exhaustion and be unable to utilise this power again until they have rested and regained back some power points. Elven Hardness of Body: Elves are never affected by the ravages of disease and diseases have no effect upon them. In addition, Elves never lose their vigour as they grow older. As such they never suffer from the effects of Aging and Inaction as described on page 183 of the BRP Rulebook. They are also resistant to the effects of poison and receive a bonus of +60% to the die roll when attempting to resist the effects of any poison that enters their system. Elves also heal at double the normal rate to that of Men and do not scar when injured.

Elven Hardness of Mind: The Elves have always been at the forefront of the efforts of the Free Peoples to resist the Enemy. As such they receive a bonus when resisting the powers of the Shadow. Noldor gain +40% to the die roll when they are attacked by any POW versus POW resistance roll (ie they are the Defender/Passive Characteristic in such an attack). They do not receive this benefit if they are the attacker in any POW versus POW resistance roll ie the Active Characteristic. Refer to the Resistance Table on p.171 of the BRP Rulebook. Noldor also receive a +40% bonus when suffering the effects of any Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). All Noldor receive this power regardless if they have lived with the Valar in Aman or not. Great Elven lords and princes will receive a higher bonus than the normal +40%.

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NOLDOR PLAYER CHARACTERS PHYSICAL CHARACTER Build: Of all the Elves, the Noldor are the strongest and sturdiest of build, although they are still slimmer than Men. Males average 97kg (215 pounds) and females 79kg (175 pounds). Colouring: Most are dark haired and have greyish eyes which betray a proud demeanour. However the descendants of Fingolfin and Finarfin are often fair haired and blue eyed, for their blood contains Vanyar influences. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. The Noldor do not require sleep to rest; instead they may choose to rest in a trance for 1D3 hours a day. Whilst in this trance, they cannot be awakened, but when the trance ends, they will have restored all lost power points (and lost fatigue points or Weariness levels if these optional rules are being used). They will awake from this trance fully rested as though they had just slept soundly for eight hours. Height: Males average 2.0m (6’7”), females 1.92m (6’3”). Lifespan: They are immortal and will only die due to violence or if they weary of life and lose the will to live. Resistance: They cannot become sick or scarred by injury or misadventure and are virtually immune to poison.

CULTURE Clothing & Decorations: Noldor favour rich clothing of exquisite craftsmanship and durability, and often have the appearance of great wealth, lordliness and majesty. Fears and Inabilities: None. Lifestyle: Of all the Elves of Middle-earth, the Noldor are the most ordered. While their brethren are content to wander or mark time in quiet diffusion, the Noldor in Middle-earth seek to build communities and states in beautiful, guarded places. Marriage Pattern: Monogamous and for life. It has been known for Noldor to marry mortal Men. Such a union produce the Half-elves. Religion: They worship Eru, celebrating the Giver of Life and Maker of all things through communal celebration and feasts at given

festivals during the year and at other times through informal and personal meditation. Like the Dwarves, the Noldor are fiery craftsmen who are fast friends of Aulë, The Smith, who imbued them with a heightened respect for physical objects. It is not surprising then to find that the Noldor revere Aulë more than any other Vala, save Varda herself. Like all Elves, the Noldor deeply esteem and revere Varda who was the giver of Light to Arda and maker of the stars.

OTHER FACTORS Demeanour: Regardless of the line, all Noldor are noble of bearing and carry themselves with assurance that some would ignorantly mistake for arrogance. Indeed, they are haughty and often appear to be arrogant for they are proud of bearing not, generally, proud of spirit. Of all the Elves, they are the most inquisitive and passionate, being full of a desire for experience and expertise in the arts and the ways of the world. Because of this thirst for knowledge, the Noldor have often fallen prey to lust and strife, and been tricked by the machinations of the Enemy. Languages: The Noldorin tongue is called Quenya (Q. “The Speech;” pronounced Kwen-ya), and they embrace it as their true tongue, largely confining its use to their own environs. All Noldor know Quenya at 95% or greater. It is still the exclusive language of ceremonies, writings, and oral traditions, regardless of circumstance. For speech outside of their own quiet territory, the Noldor employ the language of their more numerous Sinda cousins, Sindarin. When dealing with Men or races unacquainted with Sindarin, they rely on the Common Tongue of Westron or, more rarely, the Adûnaic of the Dúnedain. Noldor characters will know Sindarin and Westron at their INT x5 as a percentage and Adûnaic at their INT x 3 as a percentage. Noldor characters may also put skill points into the Silvan tongue Bethteur and the language Labba during character development if they so choose. Skill points can be used to increase all of these language skills up to a maximum of 95% during the character development process. Prejudices: The Noldor hate Orcs, Trolls, Balrogs and Dragons, for at the hands of these creatures, the Noldor have suffered greatly. Due to their pride and previous betrayals, they tend to look with distrust upon non- Dúnedain Men. They are more quick however, to trust Dwarves than their Sinda cousins and have close bonds with Dúnedain Men. Restrictions on Professions: None. The term Noldor means “Wise” or “Knowing,” and serves as

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a fine label for the Second Kindred of the First Born. For this reason, they produce the greatest number of Elven Loremasters and a great many Bards. The player can either chose a profession with the gamemaster’s consent or alternatively roll on the Background Options For Beginning Player Characters table below.

similar to that worn by males due to its practicality for travel. Money: In addition to any coinage derived from the Background Social Status below, the character may possess additional coinage of various mints worth 20 gp (or it could be a gem or piece of jewellery worth that same amount).

King Turgon

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: All Noldor have ready access to finely crafted steel weapons. A player character can be expected to begin the game with: •

Either a Elven dagger, quarterstaff, Elven longsword, Elven naginata, or Elven spear; and

An Elven longbow and a quiver of 40 Elven arrows. Armour: A player character can be expected to begin the game with leather or lamellar armour. Helm will be a leather hood. They will have a Target, Round or Elven Leaf (Kite) shield depending upon the largest sized shield the character has the required STR/DEX to use. Their armour will be a sleeved Hauberk that covers their abdomen, chest and arms. On a Difficult Luck roll, the character will also have a magical item (ring, bracelet, tiara etc) with a Protection rune inscribed on it. The rune will be a Level 2 Protection rune affording an extra 2 points of armour protection, when activated, to the characters entire body. The rune requires 2 power points to activate. Clothing: Males: fine linen, cotton, or silk shirt often pure white in colour. A velvet or silk tunic (often of a jewelled colour: sapphire, emerald, ruby. amethyst, topaz), sometimes with slashed sleeves revealing the shirt beneath, sometimes sleeveless, usually embroidered or appliquéd with geometric or nature-inspired motifs; velvet or brocade mantle with wide sleeves, cape-like body, and varying in length from the hip to the ankles; close fitting hose; soft boots rising only to the ankles or as high as the knee. Females: fine linen, cotton, or silk shift often pure white in colour; jewel-hued silk or velvet gown, sometimes wish slashed sleeves to reveal the sleeves of the shift underneath, sometimes sleeveless, often embroidered or appliquéd at the neck, hem and sleeves; belt of silk, velvet, or decorative cord that encircles the waist and the hips to be knotted or otherwise secured in front; soft slippers or ankle boots; velvet or brocade mantle with wide sleeves, cape-like body, and hanging to the ankles. Females who leave the Elven havens to go adventuring often don garb •

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within the Elven Haven has been, and any additional starting monies they may have saved or been given. Background Social Status: Noldor Elves D100 Background Money 01-02 Farmer 3D100 Silver pieces 03-04 Cook 3D100 Silver pieces 05-10 Bard 3D100 Silver pieces 11-12 Healer 3D100 Silver pieces Craftsman (chose one:, Alchemist, Armourer, Jeweller, Leatherworker, Smithy, Stonemason or 13-74 other suitable craft) 4D100 Silver pieces @ 75-80 Wondering Company 1D100 Silver pieces # 81-90 Ranger 3D100 Silver pieces 91-93 Loremaster 3D100 Silver pieces # 94-97 Warrior (Warden Guard) 3D100 Silver pieces 98 Courtier 4D100 Silver pieces 99 Prince/Princess 5D100 Silver pieces D100x10 Silver 100 Lord of the Haven pieces #

The Elven Warden’s are the standing Guard of any Elven Haven. It is there job to perform the role of the defenders and protectors of the Haven and always be prepared for action. They will patrol the immediate surrounding countryside to the Haven to ensure that the area is safe and visit any outlying Elven Mansions or dwellings to ensure the safety of the Elves living within the area. The Rangers are attached to the Wardens and provide the scouts that venture further afield to collect information on the surrounding lands and to assist those of the Free Peoples whom may venture into the Elven lands and be of need of assistance. The Rangers will also

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undertake hit and run raids on known strongholds of the Enemy and spy on the actions of his forces. @ Wondering Companies are those Elves who have taken to journeying in secret across Middle-earth in order to visit lands and places they love. They will from time to time venture into an Elven Haven and stay for a time there before moving on, but generally these Elves are wonderers and do not hold any particular Haven as their home, nor will they pay fealty to any particular Elven Lord. During times of trouble, however, they will gather to the call of their brothers and take up arms to defend the Free Peoples, but on the whole they are pilgrims with no permanent place of abode. They will have well hidden and protected (by enchantment) camp sites that they will journey to, spending the night walking or riding under the stars, gazing out upon the beauty of Arda, singing and making merry. Some of the non-elven Wise amongst the Free Peoples believe that this act of wondering and merry making is in fact an act of worship and a part of the religious beliefs of the Elves. But this is not certain. A Wondering Company will have a leader of a kind themselves and those Elves of the Company will look to the “leader” to set the direction of travel and the time period for staying at any Haven. Few of the Wondering Companies comprise Noldor Elves, however, as they are the least likely to wonder the lands and permanently forsake their Havens. Noldo will join a Wondering Company for a time in order to venture forth to learn more about the world around them. They will attach themselves to the Company in order to journey to someplace and then take their leave. However, when a Noldor Elf permanently attaches themselves to a Wondering Company, it usually means that they are weary of the struggles of life, suffering from some deep hurt of the soul or heart, and are preparing to venture to the Grey Havens in order to leave Middle-earth forever and to sail to the Undying Lands. During the Second and early Third Ages, some of the Wondering Companies comprised exclusively of Noldor Elves who have escaped the destruction of their Haven by the forces of the Enemy. These Elves journeyed aimlessly and without an Elven lord till they encountered a safe place, or another Elven Haven. There they would then settle down and either join the Haven’s existing Elven residents, make for themselves a new Haven, or travel to the Grey Havens and depart Middle-earth forever.

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NOTE: armour points will vary dependent upon the armour worn. They will generally wear metal armour over leather.

SINDAR

(sing. Sinda)

Weapon

The Sindar Elves are also known as the

“Grey-elves” for they were originally part of the great kindred of Elves called the Teleri that made the journey westwards across Middle-earth after being summoned by the Valar to join them in Aman. However unlike the Noldor, the Vanyar and the bulk of the Teleri, the Sindar chose not to cross over the sea to Aman; but instead chose to remain in Beleriand and the west of Middle-earth. They, like the Silvan Elves, are considered to be part of the Moriquendi, the “Dark Elves” who never saw the Light of Valinor. Although their love for the wide lands of Middle-earth is strong, since the end of the First Age they have slowly been departing for the Uttermost West. Once awakened in them, the Sealonging amongst the Elves does not die, but grows ever stronger, calling them to travel westwards across the Bending Sea to Aman. Although considered less powerful and wise than the Noldor, the Sindar remain more numerous in Middle-earth during the Third Age, and they are renowned for their gifts of music and song. They are also renowned shipwrights and make the ships that carry the Elves into the West to Aman. The Lords Cirdan and Celeborn are Sindar Elves, so too is King Thranduil of the Woodland Realm in Mirkwood and his son Legolas. Lord Elrond’s Elven heritage comes partly from the Grey Elves as well.

Characteristic Roll STR CON SIZ INT * POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

2D6+6 1D6+12 2D6+8 2D6+9 2D6+6 2D6+12 3D6+6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Strike Rank

Percent Damage age

Elven @ 1D10+1+db bled 5 75% Longsword @ 2D6+2+db bled. Elven Naginata 4 75% @ 1D8+1+½db imp Elven Longbow 3 75% # Elven Arrows +1 damage Elven Leaf @ 1D4+db 6 75% Shield (Kite) (knockback) @ Percentages are for NPC Elves only. *

For those Sindar who lived with King Thingol and his Queen the Valar Melian, in Menegroth, their Power will be greater than that listed above. For such Sindar who lived in close presence to the Valar Melian and within the Girdle that protected Thingol’s realm in Doriath would have been under her protection and enlightened by her counsels’. These Sindar will have a POW similar to their Noldor cousins (ie 3D6+9, average of 19-20) and will be held in high regard by those Sindar who have never beheld the presence of the Valar. However, there are few Sindar left in Middle-earth who have been in the presence of the Valar Melian, for by the time of the Third Age, many had left for the Undying Lands. Those that remain are the lords and nobles of their peoples. # Elven arrows are expertly made and are designed to be lethal. As such, when using an Elven arrow a character adds +1 damage to the damage inflicted by their bow.

Average 13-14 MOVE: 12 15-16 HIT POINTS: 16 15 Damage Bonus: 16 +1D4 13 19 17 Points Variable/6 Variable/6 Variable/6 Variable/8 Variable/5 Variable/5 Variable/6

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Rule: Cold, Exposure, Hunger, and Thirst on p.219 of the BRP Rulebook). They must however spend the required power points to activate and maintain this power. If they do not have the power points to activate or maintain this power within Cold environments, then they will suffer the ill effects as detailed in the Spot Rule: Cold, Exposure, Hunger, and Thirst on p.219 of the BRP Rulebook.

Skills: NOTE: If the Gamemaster is randomly generating Elven NPC’s, use the following skills as a guide. Otherwise player character Elves will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 75%, Brawl 50%, Craft (various) 55%, Dodge 70%, First Aid 90%, Grapple 75%, Knowledge (Elven) 85%, Language (Westron) 100%, Language (Quenya) 100%, Language (Sindarin) 95%, Listen 85%, Perform (instrument or singing) 100%, Spot 75%, Stealth 85%, Throw 85%.

Racial Traits: All Sindar Elves share the

following racial traits in common (unless otherwise noted in the Trait). Whether being played by player characters or used as NPC’s, Sindar Elves gain access to the following innate abilities. Adaption to Cold: Due to their inner light, Elves are resistant to the effects of cold, though concentrated cold effects from magical attacks will affect them. When outdoors in cold environments, Elves are considered to have the power Adaption to Cold environments (refer to the Adaption power on p.148 of the BRP Rulebook and also the Spot e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.26


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Elven Stamina: Elves receive a bonus of +20% to the die roll when undertaking any Stamina rolls to resist weariness for any reason. Elven Vision: No race sees better outside during the darkness of night than the Elves. Sindar vision under moonlight or starlight is as good as a Man’s during the height of daylight on a clear sunny day. Sindar also have excellent long distance vision and do not suffer any penalties to Spot rolls when gazing into the distance to make out objects or details. In other situations when there is any light source, Sindar can see at least 15 meters perfectly and fairly well up to 30 meters. In absolute darkness, however, they are no better than Men (ie they can’t see at all). Their hearing range is three times that of a normal Man. Elven Hardness of Body: Elves are never affected by the ravages of disease and diseases have no effect upon them. In addition, Elves never lose their vigour as they grow older. As such they never suffer from the effects of Aging and Inaction as described on page 183 of the BRP Rulebook. They are also resistant to the effects of poison and receive a bonus of +60% to the die roll when attempting to resist the effects of any poison that enters their system. Elves also heal at double the normal rate to that of Men and do not scar when injured.

Elven Hardness of Mind: The Elves have always been at the forefront of the efforts of the Free Peoples to resist the Enemy. As such they receive a bonus when resisting the powers of the Shadow. Sindar gain +30% to the die roll when they are attacked by any POW versus POW resistance roll (ie they are the Defender/Passive Characteristic in such an attack). They do not receive this benefit if they are the attacker in any POW versus POW resistance roll ie the Active Characteristic. Refer to the Resistance Table on p.171 of the BRP Rulebook. Sindar also receive a +30% bonus when suffering the effects of any Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Great Elven lords and princes will receive a higher bonus than the normal +30%. Gift of Music and Song: The Sindar are perhaps the most accomplished musicians, singers and poets amongst the Elven races, having a more natural disposition towards the making of music and poetry than their more serious Noldor, and their less skilled Silvan cousins. This is not to say that the Noldor and the Silvan Elves are not capable of making wonderful and haunting melodies, song and poetry. It is simply that the natural disposition of the Sindar gives them an advantage in this area of skill. As such their musicians and singers receive a bonus of +30% to the die roll when undertaking any Perform, Sing or Play (instrument) skill attempt, or in an appropriate writing skill when making poetry. The Sindar, more than any other race of the Free Peoples, make excellent Bards.

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SINDAR PLAYER CHARACTERS PHYSICAL CHARACTER Build: Thin when compared to Men, the Sindar are nearly as tall as the Noldor but are generally slighter of build. Even so, they are more muscular than their Silvan cousins. Males average 86kg (190 pounds) and females 70kg (155 pounds). Colouring: Most have fair hair and pale blue or grey eyes. Like the Noldor, they have light skin. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. The Sindar do not require sleep to rest; instead they may choose to rest in a trance for 1D3 hours a day. Whilst in this trance, they cannot be awakened, but when the trance ends, they will have restored all lost power points (and lost fatigue points or Weariness levels if these optional rules are being used). They will awake from this trance fully rested as though they had just slept soundly for eight hours. Height: Males average 1.98m (6’5”), females 1.85m (6’1”). Lifespan: They are immortal and will only die due to violence or if they weary of life and lose the will to live. Resistance: They cannot become sick or scarred by injury or misadventure and are virtually immune to poison.

CULTURE Clothing & Decorations: Sinda clothing is exceedingly well made and durable, rugged and yet subtle and utilitarian. They do not favour the rich garb of their Noldor cousins. Greys and silvers are their chosen colours. Fears and Inabilities: None. Lifestyle: The Sindar are the most open and cooperative of the Elves found in Middle-earth. They are great teachers and borrowers of ideas, and have an interest in the works of all the races of the Free Peoples. This is in contrast to the more inquisitive Noldor, who are quick to scoff at things which are subtle or modest in appearance and utility. Grey-elves are generally a settled people and enjoy the company of others. Unlike the Silvan Elves, the Sindar build town and havens and gather in close knit communities. Only the Wondering Companies prefer no

permanent home, but travel to visit many an Elven Haven within Middle-earth. Many of the Sindar feel a kinship for the sea and many have built their communities by the sea, especially in Forlindon and Harlindon in far north western Middle-earth. Not surprisingly the Sindar have become renowned sailors and superb builders of ships. The ships used by the Elves of Middle-earth to sail into the West are all built by the Sindar. Marriage Pattern: Monogamous and for life. They have sometimes married mortals amongst Men, though this is very rare. Such a union produce the Half-elves. Religion: They worship Eru, celebrating the Giver of Life and Maker of all things through communal celebration and feasts at given festivals during the year and at other times through informal and personal meditation. Like all Elves, the Sindar deeply esteem and revere Varda who was the giver of Light to Arda and maker of the stars. Given their love for sailing and the sea, they also have a special respect for the Vala Ulmo, the “Master of Waters”

OTHER FACTORS Demeanour: Of the three Elven races of Middleearth, the Sindar are the quietest and calmest, and appear to be the most content. They are less frivolous and playful than the Silvan Elves and are less fiery and passionate than the Noldor. Sindar feelings are deep and not easily aroused, but when they are they cannot be stayed. This is the root of their Sea-longing, an irresistible longing that, once awakened, calls them to the sea. Hence the Sindar, though they may make their communities within the forests of Middle-earth, when the Sea-longing awakens within them, will always be drawn back to the seaside and eventually will settle there. Languages: The Sindar tongue is called Sindarin and has become the principle speech of all the Elves of northwestern Middle-earth. Sindarin has heavily influenced many mannish tongues and the roots of many a word can find its origins within Sindarin. Nonetheless, the Sindar know and often speak Westron, Bethteur (the Silvan Elf tongue) and some Quenya. All Sindar know Sindarin at 95% or greater. When dealing with Men or races unacquainted with Sindarin, they rely on the Common Tongue of Westron and can speak this language at their INT x5 as a percentage. Sindar characters will know Quenya at their INT x 3 as a percentage. Sindar characters may also put skill points into the Silvan tongue Bethteur and the language of the Dúnedain Adûnaic during character development if they so choose. Skill points can be used to increase all of these

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language skills up to a maximum of 95% during the character development process. Prejudices: The Sindar are great friends of most races of the Free Peoples but have remained particularly cautious and suspicious of the Dwarves due to the sad history of the first sacking of Menegroth in Beleriand by abound 500 Dwarves during the First Age of the Sun. The Sindar hate Orcs, Trolls, Balrogs and Dragons, for at the hands of these creatures, they have suffered greatly, though perhaps not as greatly as their Noldor cousins have suffered. Restrictions on Professions: None. The Sindar have a special love for music and song and are exceptional shipwrights. For this reason, they produce the greatest number of Elven Bards, Shipwrights and Sailors. The player can either chose a profession with the gamemaster’s consent or alternatively roll on the Background Options For Beginning Player Characters table below.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: All Sindar have ready access to finely crafted steel weapons. A player character can be expected to begin the game with: •

Either a Elven dagger, quarterstaff, Elven longsword, Elven naginata, or Elven spear; and

An Elven longbow and a quiver of 40 Elven arrows. Armour: A player character can be expected to begin the game with leather or lamellar armour. Helm will be a leather hood. They will have a Target, Round or Elven Leaf (Kite) shield depending upon the largest sized shield the character has the required STR/DEX to use. Their armour will be a sleeved Hauberk that covers their abdomen, chest and arms. On a Difficult Luck roll, the character will also have a magical item (ring, bracelet, tiara etc) with a Protection rune inscribed on it. The rune will be a Level 2 Protection rune affording an extra 2 points of armour protection, when activated, to the characters entire body. The rune requires 2 power points to activate. Clothing: Males: Smock of gauze or light silk; close-fitting vest or tunic of fine linen, cotton or heavy silk – tunics vary in length from short garments barely extending below the waist to long ones slit up the sides for freedom of movement; leather belt or a sash of linen or silk; close-fitting hose or a sarong shirt of lucent organdie or heavy silk reaching from mid-calf to the ankles; boots or decorative open sandals; hip-length cape. The colours of the garments are •

all variations on white and grey: cream, eggshell, ivory, pearl, lemon, charcoal, taupe, blue-grey, rose-grey, green-grey, smoke, silver, beige, etc. Embroidery and appliqué are used sparingly, usually to create texture or pattern (as with white on white, or cream on lemon) rather than for contrast (like the Noldor tend to have on their clothing). Females: fine linen, cotton, or silk shift often pure white in colour; jewel-hued silk or velvet gown, sometimes wish slashed sleeves to reveal the sleeves of the shift underneath, sometimes sleeveless, often embroidered or appliquéd at the neck, hem and sleeves; belt of silk, velvet, or decorative cord that encircles the waist and the hips to be knotted or otherwise secured in front; soft slippers or ankle boots; velvet or brocade mantle with wide sleeves, capelike body, and hanging to the ankles. Females who leave the Elven havens to go adventuring often don garb similar to that worn by males due to its practicality for travel. Money: In addition to any coinage derived from the Background Social Status below, the character may possess a gem or gems (clear quartz, blond chalcedony, zircon, mother-of-pearl, white spinel) worth 10 gp.

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within the Elven Haven has been, and any additional starting monies they may have saved or been given. Background Social Status: Sindar Elves D100 Background Money 01-02 Farmer 3D100 Silver pieces 03-04 Cook 3D100 Silver pieces 05-10 Bard 3D100 Silver pieces 11-12 Healer 3D100 Silver pieces Craftsman (chose one:, Alchemist, Armourer, Jeweller, Leatherworker, Smithy, Shipwright, Stonemason or other 13-70 suitable craft) 4D100 Silver pieces @ 71-80 Wondering Company 1D100 Silver pieces # 81-90 Ranger 3D100 Silver pieces 91-93 Loremaster 3D100 Silver pieces # 94-97 Warrior (Warden Guard) 3D100 Silver pieces 98 Courtier 4D100 Silver pieces 99 Prince/Princess 5D100 Silver pieces D100x10 Silver 100 Lord of the Haven pieces

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#

The Elven Warden’s are the standing Guard of any Elven Haven. It is there job to perform the role of the defenders and protectors of the Haven and always be prepared for action. They will patrol the immediate surrounding countryside to the Haven to ensure that the area is safe and visit any outlying Elven Mansions or dwellings to ensure the safety of the Elves living within the area. The Rangers are attached to the Wardens and provide the scouts that venture further afield to collect information on the surrounding lands and to assist those of the Free Peoples whom may venture into the Elven lands and be of need of assistance. The Rangers will also undertake hit and run raids on known strongholds of the Enemy and spy on the actions of his forces. @ Wondering Companies are those Elves who have taken to journeying in secret across Middle-earth in order to visit lands and places they love. They will from time to time venture into an Elven Haven and stay for a time there before moving on, but generally these Elves are wonderers and do not hold any particular Haven as their home, nor will they pay fealty to any particular Elven Lord. During times of trouble, however, they will gather to the call of their brothers and take up arms to defend the Free Peoples, but on the whole they are pilgrims with no permanent place of abode. They will have well hidden and protected (by enchantment) camp sites that they will journey to, spending the night walking or riding under the stars, gazing out upon the beauty of Arda, singing and making merry. Some of the non-elven Wise amongst the Free Peoples believe that this act of wondering and merry making is in fact an act of worship and a part of the religious beliefs of the Elves. But this is not certain. A Wondering Company will have a leader of a kind themselves and those Elves of the Company will look to the “leader” to set the direction of travel and the time period for staying at any Haven. Most of the Wondering Companies comprise Sindar Elves, because they are the most likely to wonder the lands. Sindar will join a Wondering Company for either a short period of time or permanently in order to venture forth to learn more about the world around them. If the Sindar join a Wondering Company for a temporary time, they will attach themselves to the Company in order to journey to someplace and then take their leave. However, when a Sindar Elf more permanently attaches themselves to a Wondering Company, it means that they are wanting to journey the lands of Middleearth to see the wonders of these lands and at times to meet the cultures who live there. On the whole, however, the Wondering Companies will travel in secret and interact very sparingly with the peoples who live in the lands they travel through.

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SILVAN ELVES (sing. Avari)

When the Eldar departed from the original

Elven homeland around the Mere of Cuiviénen by the shores of Helcar, the Inland Sea beneath Orocarni, the Mountains of the East, a number of their brethren stayed behind preferring to remain in Middle-earth. These Eldar decided not to seek the light of Aman and to undertake the journey across the Sea. Such Elves were labelled by their brothers as the Avari (Quenya: “Unwilling, Refusers”). Unlike the Grey Elves, most ceased their journey before even crossing the Misty Mountains, though some later pressed on as far as Lindon during the Second Age of the Sun. The Avari were left to fend for themselves during the dark days when Morgoth’s Shadow swept over the East. In these dark times the Avari were forced into the secluded safety of the forests of eastern Middle-earth, hence their title of Silvan or Wood-elves. Here, within the great forests of Middle-earth, the Silvan Elves wandered and hid from the wild Men who dominated most of the lands of Middle-earth. Accounted of less wisdom, learning, and majesty than either the Noldor or the Sindar, they outnumber their cousins. During the Third Age they live in realms ruled by Noldorin or Grey Elves, such as Lorien and Northern Mirkwood. Silvan Elves are less trusting of strangers and outsiders than their Noldor or Sindar cousins, at least until they get to know these strangers better. This is due to their years of seclusion and hiding from the forces of the Shadow that harassed Middle-earth before the First Age of the Sun dawned. Some confusion has arisen between designations of Sindar and Silvan Elves. When the Teleri stopped short of their journey to the Undying Lands, their communities came to include some of the Avar Elves, thus diluting this distinction between the Sindar and Silvan Elves. Some of the Sindar also came to be known as “Wood-elves” however this term is generally only applicable to the Avari. The term “wood-elf” is also used loosely by Men to refer to communities of Elves who live within forest realms, such as in Northern Mirkwood and Lorien.

Characteristic Roll STR CON SIZ INT POW DEX

2D6+6 1D6+12 2D6+7 2D6+9 2D6+6 2D6+12

Average 13-14 MOVE: 12 15-16 HIT POINTS: 15 14 Damage Bonus: 16 +1D4 13 19

APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6+6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

17 Points Variable/5 Variable/5 Variable/5 Variable/6 Variable/4 Variable/4 Variable/5

NOTE: armour points will vary dependent upon the armour worn. They will generally wear leather armour and magical protection. Weapon

Strike Rank

Percent Damage age

Elven @ 1D10+1+db bled 5 75% Longsword @ 2D6+2+db bled. Elven Naginata 4 75% @ 1D8+1+½db imp Elven Longbow 3 75% # Elven Arrows +1 damage Elven Leaf @ 1D4+db 6 75% Shield (Kite) (knockback) @ Percentages are for NPC Elves only. # Elven arrows are expertly made and are designed to be lethal. As such, when using an Elven arrow a character adds +1 damage to the damage inflicted by their bow. Skills: NOTE: If the Gamemaster is randomly generating Elven NPC’s, use the following skills as a guide. Otherwise player character Elves will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 75%, Brawl 50%, Craft (various) 55%, Dodge 70%, First Aid 90%, Grapple 75%, Knowledge (Elven) 85%, Knowledge (Wood-lore) 85%,Language (Westron) 100%, Language (Bethteur) 100%, Language (Sindarin) 95%, Listen 95%, Perform (instrument or singing) 95%, Spot 90%, Stealth 95%, Track 95%, Throw 85%.

Racial Traits: All Silvan Elves share the following racial traits in common. Whether being played by player characters or used as NPC’s, Silvan Elves gain access to the following innate abilities. Adaption to Cold: Due to their inner light, Elves are resistant to the effects of cold, though concentrated cold effects from magical attacks will affect them. When outdoors in cold environments, Elves are considered to have the power Adaption to Cold environments (refer to the Adaption power on p.148 of the BRP Rulebook and also the Spot Rule: Cold, Exposure, Hunger, and Thirst on p.219 of the BRP Rulebook). They must however spend the required

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power points to activate and maintain this power. If they do not have the power points to activate or maintain this power within Cold environments, then they will suffer the ill effects as detailed in the Spot Rule: Cold, Exposure, Hunger, and Thirst on p.219 of the BRP Rulebook.

Rulebook. Silvan Elves also receive a +20% bonus when suffering the effects of any Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Great Elven lords and princes will receive a higher bonus than the normal +20%.

Elven Stamina: Elves receive a bonus of +20% to the die roll when undertaking any Stamina rolls to resist weariness for any reason. Elven Vision: No race sees better outside during the darkness of night than the Elves. Silvan vision under moonlight or starlight is as good as a Man’s during the height of daylight on a clear sunny day. Silvan Elves also have excellent long distance vision and do not suffer any penalties to Spot rolls when gazing into the distance to make out objects or details. In other situations when there is any light source, Silvan Elves can see at least 15 meters perfectly and fairly well up to 30 meters. In absolute darkness, however, they are no better than Men (ie they can’t see at all). Their hearing range is three times that of a normal Man. Elven Hardness of Body: Elves are never affected by the ravages of disease and diseases have no effect upon them. In addition, Elves never lose their vigour as they grow older. As such they never suffer from the effects of Aging and Inaction as described on page 183 of the BRP Rulebook. They are also resistant to the effects of poison and receive a bonus of +60% to the die roll when attempting to resist the effects of any poison that enters their system. Elves also heal at double the normal rate to that of Men and do not scar when injured.

Elven Hardness of Mind: The Elves have always been at the forefront of the efforts of the Free Peoples to resist the Enemy. As such they receive a bonus when resisting the powers of the Shadow. Silvan Elves gain +20% to the die roll when they are attacked by any POW versus POW resistance roll (ie they are the Defender/Passive Characteristic in such an attack). They do not receive this benefit if they are the attacker in any POW versus POW resistance roll ie the Active Characteristic. Refer to the Resistance Table on p.171 of the BRP

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SILVAN ELF PLAYER CHARACTERS PHYSICAL CHARACTER Build: The Silvan Elves are the slightest of build amongst the Elven races. Males average 68kg (150 pounds) and females 57kg (125 pounds). Colouring: Mostly ruddy of complexion, having sandy or white blond hair (though some are of auburn hair colour) and having blue or green eyes. In appearance they are almost identical to that of the Sindar, except for their bodily build being generally smaller of stature. However, it is hard to generalise regarding the Silvan Elves as there are many kindred’s and there is wide variation amongst them. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. The Silvan Elves, like all Elves, do not require sleep to rest; instead they may choose to rest in a trance for 1D3 hours a day. Whilst in this trance, they cannot be awakened, but when the trance ends, they will have restored all lost power points (and lost fatigue points or Weariness levels if these optional rules are being used). They will awake from this trance fully rested as though they had just slept soundly for eight hours. Height: Males average 1.95m (6’4”), females 1.83m (6’0”). Lifespan: They are immortal and will only die due to violence or if they weary of life and lose the will to live. Resistance: They cannot become sick or scarred by injury or misadventure and are virtually immune to poison.

They have always been independent, but beginning in the later part of the Second age, many Silvan Elves began to settle in kingdoms ruled by the Noldor or Sindar. Still, all the Silvan folk enjoy a good journey or adventure and most view life as a game to be played. As such, Silvan Elves can always be found amongst the Wondering Companies and music and practical jokes are their favourite pastimes. But this levity of heart should never be underestimated as foolishness by the agents of the Enemy. For Silvan Elves are the masters of wood and know much of wood-craft and wood-lore, and so Silvan Elves make for excellent Rangers and are the masters of stealth and ambush within the forests. During the long years under the Stars, before the First Age of the Sun, Silvan Elves held back the tide of the forces of the Enemy and made many of his servants pay dearly for entering into the forests of Middle-earth. Marriage Pattern: Monogamous and for life. It has been known for Silvan Elves to marry mortal Men. Such a union produce the Half-elves, though this is very rare given the reclusive nature of Silvan Elves. Religion: They worship Eru, celebrating the Giver of Life and Maker of all things through communal celebration and feasts at given festivals during the year and at other times through informal and personal meditation. Like all Elves, they deeply esteem and revere Varda who was the giver of Light to Arda and maker of the stars. They also have a strong attachment to the Vala Oromë, the “Huntsman and Tamer of Beasts.” For is was Oromë who was the first of the Valar to find the Elves after their awakening. It was Oromë also who frequently visited the Silvan forests to hunt with, and assist the Elves against the forces of the Shadow during the Ages of the Stars before the dawning and rising of the Sun and Moon.

OTHER FACTORS

CULTURE Clothing & Decorations: Silvan Elves prefer colours that camouflage well within the forests they prefer to live in. As such their clothes are usually forest green, grey, or brown, and range from functional designs to fanciful expressions of individual creativity. Their garments lack the formality and pomp typical of the Noldor or of the Silvan royalty. Fears and Inabilities: None. Lifestyle: The culture of the Silvan Elves is best characterised as unstructured and rustic by Elven standards, but rich and relatively advanced when compared to the ways of Men.

Demeanour: Silvan Elves are fun-loving and appear to be a care-free folk, but they are also a guarded folk to outsiders. Outward mirth often hides their grim intentions. Once they know they can trust an outsider, they become fierce and loyal friends. Outsiders have often commented on the Silvan Elves child-like playful antics and see that they have a love of life, music and merriment that is in stark contrast the their more serious cousins, the Noldor. This love of the joys of life often hides the Silvan Elves capacity for serious endeavour and determination in action. In a moment, a Silvan Elf can go from seeming child-like in innocence to a lethal warrior on the battlefield. Many who have fought side by side with Silvan Elves have often

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underestimated their capacity to cause serious harm to their enemies. This serious endeavour is also seen in the works of their hands. Even with a childish demeanour, Silvan Elves make the most exquisite of woodworks. Languages: The Silvan tongue is called Bethteur (also known as Wood-speech) however the Silvan Elves of Mirkwood and places in the north-west of Middle-earth will most often speak Sindarin. All Silvan Elves know Bethteur at 95% or greater as it is their native language. Silvan Elves in north-western Middle-earth however will also be able to speak Sindarin at 95% or greater. Due to their more joyful and child-like demeanour Silvan Elf speech is higher in pitch than their more serious Sindar or Noldo cousins. This vocal pitch and demeanour will often betray their racial origin even when Silvan Elves employ the tongues of their Eldar cousins. Silvan Elf characters will know the Common Tongue of Westron at their INT x5 as a percentage and Quenya at their INT x3 as a percentage. Silvan Elf characters may also put skill points into learning Adûnaic, the language of the Dúnedain, during character development if they so choose. Skill points can be used to increase all of these language skills up to a maximum of 95% during the character development process. Silvan Elf characters may also choose another language to learn, but this must be done in consultation with, and have the approval of, the gamemaster. Prejudices: The Silvan Elves are renowned for secluding themselves away from the troubles of the world. Hidden within the great forests of Middle-earth, they often build their strongholds underground and in natural cave systems. They are therefore the most secluded of the Elves, more so than the Eldar, for they have less friendly history of relations with Men. This stems back into the past when the servants of the Enemy were many and many races of Men fell under his influence. As such, the Silvan Elves learned to hide themselves away and defend their strongholds with all vigour. For during the years before the coming of the Sun and Moon the Silvan Elves bore the brunt of the assaults of the Enemy. As such all Silvan Elves are slow to trust and wary of all strangers, even other Elves. They despise Orcs and Trolls, dislike and distrust Dwarves and are openly suspicious of all races of Men. Their trust is only earned slowly. Restrictions on Professions: None. Of all the Elven groups, they make the best Rangers and Scouts. They are the quickest to employ spells, and often use magic for simple uses such as misdirecting travellers within their lands, hiding their paths in the forest, and for practical jokes.

As such, regardless of profession, all Silvan Elves will begin the game with a spell or two that aids in hiding or practical joking. The player can either chose a profession with the gamemaster’s consent or alternatively roll on the Background Options For Beginning Player Characters table below.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: All Silvan Elves have ready access to finely crafted steel weapons. A player character can be expected to begin the game with: •

Either a Elven dagger, quarterstaff, Elven longsword, Elven naginata, or Elven spear; and

An Elven longbow and a quiver of 40 Elven arrows. Armour: Silvan Elves are a varied group. Some prefer to wear enchanted leather armour, whilst others prefer no protective armour at all and guard themselves with spells like Protection. As such a player character can be expected to begin the game with leather armour. Helm will be a leather hood. They will have a Target, Round or Elven Leaf (Kite) shield depending upon the largest sized shield the character has the required STR/DEX to use. Their armour will be a sleeved Hauberk that covers their abdomen, chest and arms. On a Difficult Luck roll, the character will also have a magical item (ring, bracelet, tiara, etc, or runes engraved into their armour) with a Protection rune inscribed on it. The rune will be a Level 2 Protection rune affording an extra 2 points of armour protection, when activated, to the characters entire body. The rune requires 2 power points to activate. Clothing: Males and Females when travelling: Silk or cotton blouse (white, beige, pale green or pale grey in colour) or trim-fitting tunic (length varies from mid-calf to mid-thigh) of heavy silk, cotton or leather works so finely as to drape like fabric (dark •

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brown, leaf green or storm grey in colour); bandoliers crossing the chest (when adventuring), belt around the waist, straps around the limbs to accommodate weapon sheaths; leggings of sturdy canvas or supple leather; sandals or soft boots. Elven cloak with hood (dark brown, leaf green or storm grey in colour). Males and Females when not travelling: Flowing gauze blouse, smock or tunic (white, beige, pale green or pale grey fabric with embroidery from a similar colour spectrum), sometimes restrained by a gauze or silk sash, otherwise hanging free; silk leggings, flowing gauze pants similar to a divided skirt, or a many-gored gauze skirt (matching the blouse/smock/tunic, dark brown, leaf green or storm grey); heavy silk or gauze mantle fashioned like a cloak with sleeves or elongated (shoulder to waist) arm openings, usually falling to the ankles, often embroidered all over to create a leafy texture; sandals ornamented with gems or carved wood. Money: In addition to any coinage derived from the Background Social Status below, the character may possess additional coinage of various mints worth 20 gp (or it could be a gem or piece of jewellery worth that same amount).

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within the Elven Haven has been, and any additional starting monies they may have saved or been given. Background Social Status: Silvan Elves D100 Background Money 01-02 Farmer 3D100 Silver pieces 03-04 Cook 3D100 Silver pieces 05-10 Bard 3D100 Silver pieces 11-12 Healer 3D100 Silver pieces Craftsman (chose one:, Alchemist, Armourer, Jeweller, Leatherworker, Smithy, Stonemason, Woodworker or other 13-70 suitable craft) 4D100 Silver pieces @ 71-80 Wondering Company 1D100 Silver pieces # 81-92 Ranger 3D100 Silver pieces 93 Loremaster 3D100 Silver pieces # 94-97 Warrior (Warden Guard) 3D100 Silver pieces 98 Courtier 4D100 Silver pieces

99

Prince/Princess

100

Lord of the Haven

5D100 Silver pieces D100x10 Silver pieces

#

The Elven Warden’s are the standing Guard of any Elven Haven. It is there job to perform the role of the defenders and protectors of the Haven and always be prepared for action. They will patrol the immediate surrounding countryside to the Haven to ensure that the area is safe and visit any outlying Elven Mansions or dwellings to ensure the safety of the Elves living within the area. The Rangers are attached to the Wardens and provide the scouts that venture further afield to collect information on the surrounding lands and to assist those of the Free Peoples whom may venture into the Elven lands and be of need of assistance. The Rangers will also undertake hit and run raids on known strongholds of the Enemy and spy on the actions of his forces. @ Wondering Companies are those Elves who have taken to journeying in secret across Middle-earth in order to visit lands and places they love. They will from time to time venture into an Elven Haven and stay for a time there before moving on, but generally these Elves are wonderers and do not hold any particular Haven as their home, nor will they pay fealty to any particular Elven Lord. During times of trouble, however, they will gather to the call of their brothers and take up arms to defend the Free Peoples, but on the whole they are pilgrims with no permanent place of abode. They will have well hidden and protected (by enchantment) camp sites that they will journey to, spending the night walking or riding under the stars, gazing out upon the beauty of Arda, singing and making merry. Some of the nonelven Wise amongst the Free Peoples believe that this act of wondering and merry making is in fact an act of worship and a part of the religious beliefs of the Elves. But this is not certain. A Wondering Company will have a leader of a kind themselves and those Elves of the Company will look to the “leader” to set the direction of travel and the time period for staying at any Haven. Most of the Wondering Companies comprise Sindar Elves because they are the most likely to wonder the lands. Silvan Elves will also join a Wondering Company though usually for only a short period of time in order to venture forth to learn more about the world around them. If a Silvan Elf joins a Wondering Company they will attach themselves to the Company in order to journey to someplace and then take their leave. Silvan Elves usually journey the lands of Middle-earth out of a child-like curiosity and to see the wonders of these lands and at times to meet the cultures who live there. On the whole, however, the Wondering Companies will travel in secret and interact very sparingly with the peoples who live in the lands they travel through.

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@ 1D8+1+½db imp Elven Longbow 3 75% # Elven Arrows +1 damage Elven Leaf @ 1D4+db 6 75% (knockback) Shield (Kite) @ Percentages are for NPC Elves only.

HALF-ELVES

(sing. Peredhil) Half-elves are rare indeed, few have ever

existed and all have lived in Middle-earth. Halfelves are usually the offspring of Men and Elves, though some have been born the offspring of Elves and Maiar. While the Edain (whose descendants are the Dúnedain and the Black Númenóreans) were blessed by the Valar for their faithfulness shown during the First Age, and as such show a degree of Elvish longevity and hardiness, they are not true Half-elves. True Half-elves have one Elven parent and one Mannish (or Maiar) parent. When a Half-elf reaches adulthood, they must decide whether to live as a mortal or chose the Light of the Eldar and become immortal as all Elves are. Those who become Men receive the Gift of Death and are no longer bound to Fate like their Elven kin. Lord Elrond the Half-elven chose the course of the Light of the Eldar, while his brother Elros – the first King of Númenor – chose the Gift of Death and became mortal.

Characteristic Roll

Average

A Half-elf’s Characteristics, whether they chose a mortal or immortal life, will be the same as the racial Characteristics of their Elven parent (ie Noldor, Sindar or Silvan).

Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Points Variable/5 Variable/5 Variable/5 Variable/6 Variable/4 Variable/4 Variable/5

NOTE: armour points will vary dependent upon the armour worn. They will generally wear metal armour over leather. Strike Rank

Weapon Elven Longsword Elven Naginata

Percent Damage age

5

75%

@

1D10+1+db bled

4

75%

@

2D6+2+db bled.

# Elven arrows are expertly made and are designed to be lethal. As such, when using an Elven arrow a character adds +1 damage to the damage inflicted by their bow. Skills: NOTE: If the Gamemaster is randomly generating Elven NPC’s, use the following skills as a guide. Otherwise player character Elves will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 75%, Brawl 50%, Craft (various) 55%, Dodge 70%, First Aid 90%, Grapple 75%, Knowledge (Elven) 85%, Language (Westron) 100%, Language (Quenya) 100%, Listen 85%, Perform (instrument or singing) 100%, Spot 75%, Stealth 85%, Throw 85%.

Racial Traits: All Half-elves, who have chosen the Light of the Eldar and become immortal like full blooded Elves share the following racial traits in common. Half-elves who choose a mortal life and take the Gift of Death will not have these racial traits unless specified in the racial trait below. Whether being played by player characters or used as NPC’s, immortal Half-elves gain access to the following innate abilities. Adaption to Cold: This racial trait will be the same as the racial trait of the Half-elf’s Elven parent (ie Noldor, Sindar or Silvan). Elven Stamina: This racial trait will be the same as the racial trait of the Half-elf’s Elven parent (ie Noldor, Sindar or Silvan). Elven Vision: This racial trait will be the same as the racial trait of the Half-elf’s Elven parent (ie Noldor, Sindar or Silvan). Elven Hardness of Body: This racial trait will be the same as the racial trait of the Half-elf’s Elven parent (ie Noldor, Sindar or Silvan). Mortal Half-elves will also have this Elvish racial trait. Elven Hardness of Mind: This racial trait will be the same as the racial trait of the Half-elf’s Elven parent (ie Noldor, Sindar or Silvan).

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HALF-ELVEN PLAYER CHARACTERS Arwen, daughter of Elrond

PHYSICAL CHARACTER Build: Half-elves are strong and slender, thinner than Men but stouter than Elves. They have thin, angular features and appear as a more thickerset Elf or a slender Man. Males average 86kg (190 pounds) and females 61kg (135 pounds). Colouring: Fair, generally with brown or black hair and grey or blue eyes. In many ways their colouration will be the same as their Elven parent’s colouration. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. Mortal Half-elves will require the same amount of sleep as will any member of the race of Men (ie approximately eight continuous hours per day). The Half-elves who have chosen an immortal life however do not require sleep to rest; instead they may choose to rest in a trance for 1D4 hours a day. Whilst in this trance, they cannot be awakened, but when the trance ends, they will have restored all lost power points (and lost fatigue points or Weariness levels if these optional rules are being used). They will awake from this trance fully rested as though they had just slept soundly for eight hours. Height: Males average 1.92m (6’3”), females 1.55m (5’11”). Lifespan: Mortal Half-elves will live anywhere between 250-500 years. Immortal Half-elves will only die due to violence or if they weary of life and lose the will to live. Resistance: Immortal Half-elves cannot become sick or scarred by injury or misadventure and are virtually immune to poison. Mortal Half-elves posses the Elvish racial trait Elven Hardness of Body and so have an immunity to disease and have a heightened resistance to the effects of poison. Lord Elrond, Half-elven

CULTURE Clothing & Decorations: Half-elf clothing and decoration will be based on the society that the Half-elf lives in. Immortal Half-elves will live in societies of full blooded Elves and will be treated as equals amongst that Elven society. For immortal Half-elves, refer to the relevant Elven racial description for more information. Mortal

Half-elves have only ever been known to have lived amongst Dúnedain societies where they have been born into a high social status (usually as the sons and daughters of Kings and Queens). As such, mortal Half-elves generally wear the clothing befitting the nobility of the Edain. Refer to the Dúnedain racial description under the section on Men for more information. Fears and Inabilities: None. Lifestyle: Immortal Half-elven lifestyle will be identical to that of the Elves in the Haven they live in. Mortal Half-elven lifestyle will be identical to that of the Dúnedain culture they live amongst. Marriage Pattern: Monogamous and for life. Religion: Half-elven worship will be identical to the society they live in. Immortal Half-elves will worship in the same manner as their Elven cousins they live with, mortal Half-elves will worship in the patter of the Dúnedain they live with. Elladan, son of Elrond and twin brother of Elrohir

OTHER FACTORS Demeanour: Patient, reserved and considerate, they naturally embody the characteristics of their Elven parent. Half-elves will also be balanced and thoughtful, never impulsive and seem to possess a wisdom well beyond their years. Languages: Half-elves will learn the languages of the culture they live within. For immortal Halfelves, refer to the Elven racial information for the Elven society in which they live. For mortal Halfelves, refer to the Dúnedain racial description under the section on Men for more information. Prejudices: Half-elven prejudices are learned from the society they live within. For immortal Halfelves, refer to the Elven racial information for the Elven society in which they live. For mortal Halfelves, refer to the Dúnedain racial description under the section on Men for more information. One thing is certain however, they will never be friendly or neutral towards Orcs! Restrictions on Professions: None, however access to the professions they can learn will be dependent upon the society they live within. For immortal Half-elves, refer to the Elven racial information for the Elven society in which they live. For mortal Half-elves, refer to the Dúnedain racial description under the section on Men for more information. The player can either chose a profession with the gamemaster’s consent or alternatively roll on the Background Options For Beginning Player Characters table in the relevant Elven or Dúnedain racial section.

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Elrohir, son of Elrond and twin brother of Elladan

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Half-elves will be equipped with weapons relevant to the society in which they live. For immortal Half-elves, refer to the Elven racial information for the Elven society in which they live. For mortal Half-elves, refer to the Dúnedain racial description under the section on Men for more information. Armour: A player character can be expected to begin the game with armour relevant to the society in which they live. For immortal Halfelves, refer to the Elven racial information for the Elven society in which they live. For mortal Halfelves, refer to the Dúnedain racial description under the section on Men for more information. Clothing: A player character can be expected to begin the game with clothing relevant to the society in which they live. For immortal Halfelves, refer to the Elven racial information for the Elven society in which they live. For mortal Halfelves, refer to the Dúnedain racial description under the section on Men for more information. Money: In addition to any coinage derived from the Background Social Status under the table in the

relevant Elven or Dúnedain racial section, the character may possess additional coinage of various mints worth 20 gp (or it could be a gem or piece of jewellery worth that same amount).

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the relevant Background Options For Beginning Player Characters table in the relevant Elven or Dúnedain racial section. For immortal Half-elves, refer to the Elven racial information for the Elven society in which they live. For mortal Half-elves, refer to the Dúnedain racial description under the section on Men for more information.

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HOBBITS

is no longer certain. Their own accounts speak of the multiplying of Men in the land, and of a shadow that fell on the forest, so that it became darkened and its new name was Mirkwood. Preface LotR:FotR

(Kuduk)

Hobbits (or Kuduk in their own tongue) are a people distantly akin to Men, though they are shorter and less stocky than Dwarves. The origin of the Hobbits is unclear, although it appears they arose in the East in the First Age of the Sun, shortly after the appearance of the Second Born (Men). Their own name, Kuduk, means “hole-dweller” (from the ancient Rhovanion Hobbitish: kûd-dûkan). Hobbits stand at roughly one metre (between two to four feet) in height, and as such they have been more commonly known as ‘Halflings’ among Men due to the fact that they are roughly half the height of a man. One of the most distinguishing features of Hobbits (other than their diminutive height and pointy ears) is that their feet are overly large for the Hobbits size, and are leathery tough and covered in curly hair. Hobbits therefore, rarely wear foot covering like shoes, as their feet are as tough as hard leather. Hobbits therefore need no footwear to protect their feet. Hobbits keep to themselves and now are only found in a land they call The Shire (in southern Arthedain) and in a neighbouring region called Breeland. They are an agrarian race who loves nothing more than to farm and enjoy the produce of the land. As such, their communities comprise of hamlets and villages set within a rural landscape. Generally good-natured and peaceful, secretive but hospitable and friendly with those they know Hobbits love life and laughter and possess a great love of good food and drink (they consume six meals a day and are none the worse for it!).

In the Preface to the Lord of the Rings: The Fellowship of the Ring, the origin of Hobbits is elaborated upon: Their earliest tales seem to glimpse a time when they dwelt in the upper vales of Anduin, between the eaves of Greenwood the Great and the Misty Mountains. Why they later undertook the hard and perilous crossing of the mountains into Eriador

FALLOHIDES

The least numerous of the Hobbits, Fallohides are taller and slimmer and have fairer skin and hair than their brethren. They also have

Hobbits are an interconnected racial group that comprises three slightly separated “races”, for before they crossed the mountains the Hobbits had already become divided into three somewhat different breeds: Harfoots, Stoors, and Fallohides. The differences between these three breeds is superficial based more on common preferences and habits but also represents more the lineages of three major family lines then true independent racial groups. As such, Hobbits are grouped together as one race within this section but each breed is briefly outlined below.

HARFOOTS

The most numerous of the Hobbits, Harfoots tend to be shorter than most of their folk, beardless, and have browner skin than other Hobbits. Their neat and nimble fingers make them good at craftwork, and they have better relations with Dwarves than other Hobbits do. They favour highlands and hillsides, and they have retained the longest that most ancient of Hobbit customs of living in tidy and comfortable tunnels and holes built into the hillside. Hobbit-holes are very comfortable indeed and very spacious, for a Hobbit.

STOORS

Broader and heavier than other Hobbits, and with larger feet and hands, Stoors are most common in the Marish and Buckland of The Shire. They have less shyness of men than their cousins do, and they are the only Hobbits who know aught of swimming, boats and fishing. They prefer to live in flatlands and beside rivers.

more skill with language and song than with craftwork and preferred hunting to the tilling of fields. Oft possessing a streak of boldness and a sense of adventure unusual in Hobbits, they love trees and woodlands and enjoy the company of Elves. Like Bilbo and Frodo, both of whom had a strong Fallohide strain in their ancestry, they often become leaders amongst their people.

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@

All Hobbits originally lived in holes and tunnels, and many (particularly Harfoots) still do. Their dwellings range from poor, simple holes to larger, more luxurious warrens called Smials. But by the late Thrid Age, many live in long, low houses of wood, brick and stone. Their workshops, mills and smithies are also in buildings by this time. Hobbits have a longer adolescence that do Men, for their official “coming of age” in Hobbitish society is when they turn that most respectable age of 33. Until that time they are still considered to be a juvenile and elders refer to that carefree and irresponsible age of their twenties as a youngsters “tweens.” Birthdays however are always a very special occasion and a time of much celebration. The Ribadyan (ie celebrant, the one whose birthday it is) both receives and gives away presents. Most such gifts will be mathoms, objects Hobbits have little or no use for but don’t wish to throw away. It is not unusual for a mathom to do the rounds amongst birthdays and party goers and more than one mathom has found its way back into the hands of the Hobbit that first gave it away. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

2D6 2D6+12 # 1D3+3 2D6+6 2D6+6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 7 MOVE: 6 19 HIT POINTS: 12 4-5 Damage Bonus: 13 -1D6 or -1D4 13 10-11 10-11 Points 2/4 2/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: Hobbits have tough leathery feet reflected in the natural armour shown on their legs. Armour points will vary dependent upon the armour worn. They will generally wear leather armour but refrain from using shoes or boots. Weapon

Strike Rank 7 8 8 6

Percent age @ 50% @ 45% @ 45% @ 75%

Damage

1D6+1+db imp 1D6+db crush 1D6+1+db imp. 1D6+1+½db imp @ 1D2+db Target Shield 3 50% (knockback) # SIZ: Fallohides are slightly taller than other Hobbits and therefore will have a SIZ of 1D3+4. Pitchfork Club Shortsword Self Bow

Percentages are for NPC Hobbits only.

Skills: NOTE: If the Gamemaster is randomly generating Hobbit NPC’s, use the following skills as a guide. Otherwise player character Hobbits will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 65%, Brawl 30%, Craft (Animal Husbandry) 75%, Craft (Cooking) 75%, Craft (Farming) 75%, Dodge 50%, Grapple 45%, Knowledge (Hobbitish) 85%, Language (Westron) 100%, Language (Kuduk) 20%, Listen 75%, Spot 65%, Status 55%, Stealth 80%, Throw 75%.

Racial Traits: All Hobbits share the following racial traits in common. Whether being played by player characters or used as NPC’s, Hobbits gain access to the following innate abilities. Craftsmanship: The Hobbits practice their farming and cooking crafts obsessively (ie they are always cooking and eating what they have grown). As such they receive a bonus of 50 skill points to allocate to the following Craft skills (Animal Husbandry, Cooking or Farming) during character development. Soft-footed: Hobbits move swiftly and silently, often disappearing so quickly that it seems like magic to the Big Folk (Men). As such player character Hobbits receive a bonus of +50% to their Stealth skill during the Character Development process. In addition, due to their stealthyness, any Track skill attempt made to follow a Hobbit is considered to be Difficult. Sure at the Mark: Hobbits’ accuracy with thrown objects and shot weapons is legendary among those who know them. Even from a young age, they seem to have an eye for being able to hit the mark. As such player character Hobbits receive a bonus of +50% to their Throw skill during the Character Development process. In addition, Hobbit player characters receive 50 additional skill points to spend on missile weapon skills. Any of these additional skill points that are unused on missile weapon skills may be added to the player characters Throw skill but not to any other skills. These additional skill points, if unused at the end of the character development process, will be lost. Tough as Old Tree-roots: Hobbits rarely fall ill. As Gandalf states in The Fellowship of the Ring: ‘ “Soft as butter they (Hobbits) can be, and yet sometimes as tough as old tree-roots.” ‘ As such they receive a bonus of +60% to the die roll when attempting to resist the effects of any disease or poison that enters their system. Such “poison” will also include such effects as the power of the Shadow inflicted on the Hobbit. One such example of this is “poison” of the Shadow is the effect of the Morgul Blade on Frodo

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and his resistance to falling under the power of the Shadow and becoming a Wraith. Positive of Mind: Hobbits are mischievous by nature and child-like in their innocence and positive outlook on life. This is due to their generally positive nature, though they can be serious of mind and determined when the need calls for it. As such they receive a bonus of +20% to the die roll when being attacked by any POW versus POW resistance roll (ie they are the Defender/Passive Characteristic in such an attack). They do not receive this benefit if they are the attacker in any POW versus POW resistance roll ie the Active Characteristic. Refer to the Resistance Table on p.171 of the BRP Rulebook. Hobbits also receive this +20% bonus when suffering the effects of any Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook).

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despite the fact that their normal routine requires frequent meals and relaxation. Height: Fallohides: males average 1.13m (3’7”), females 1.1m (3’5”). Harfoots males average 0.82m (2’7”), females 0.70m (2’5”). Stoors males average 1.1m (3’5”), females 0.97m (3’2”). Lifespan: Between 90 to 110 years. Hobbits become adults at age 33. Resistance: Their feet are almost immune to heat and cold. Accordingly, they are almost always barefoot. Their innate simplicity and innocence gives them heightened resistance to magical and power attacks, refer to the racial trait: Positive of Mind.

HOBBIT PLAYER CHARACTERS

CULTURE

PHYSICAL CHARACTER Build: Hobbits average around 1 metre in height (between 2 and 4 feet in height). Males have a weight average 29.5kg (approx 65 pounds) and females weight around 28.1kg (approx 62 pounds). Fallohides are the tallest amongst the Hobbits. Colouring: Fallohides have fair skin and most have brown or dark hair, though some are fair or auburn haired. Harfoots (the most numerous and shortest of the Hobbits) are the darkest in colouration having a tanned skin colour and dark or brown hair. Harfoots also do not have facial hair (beards etc). Stoors are the breed of Hobbits that fits in between Harfoots and Fallohides. They have curly brown hair and frequently grow beards. Endurance: Hobbits have a subtle ruggedness which is akin to that of Dwarves. When pushed, they can travel long distances over tough terrain,

Clothing & Decorations: Hobbits wear linen or woollen garb. Males wear shirts tucked into pants that fall to the upper ankle, and brightly coloured versts. Females wear dresses. They occasionally don hats, but rarely wear footwear. Fears and Inabilities: Hobbits shy away from the, magical, bizarre or unusual and are suspicious of any non-Hobbitish outsiders. Lifestyle: They are capable craftsman, but are not friends of complex machines or magic. Their vices are few: six hefty meals a day, pipeweed smoking, and bright apparel. Still, regardless of this dull and insular lifestyle, the Hobbits’ steady approach to life has proved successful, surviving wars, plagues and famines, leaving them relatively hidden from the outside world and undisturbed. Each Hobbit tribe has its own favourite locale: Fallohides enjoy the woodlands; Stoors prefer riversides and flatlands; and Harfoots favour hillsides and highlands. Accordingly, their preferences have had an effect on their living patterns. The conservative Harfoots have always preferred their Hobbit-holes and smials. Stoors and Fallohides now prefer surface dwellings made of wood, brick and stone. All Hobbit surface dwellings are uniformly low structures, for Hobbits dislike towers and rarely build above the first story on free standing structures. All Hobbits enjoy the simple life of farmers, millers, herders and craftsmen. Few Hobbits go adventuring and it is considered to not be “respectable” to do so. Marriage Pattern: Monogamous. Harfoots and Fallohides trace their lines through either the male or female. Stoors however trace their ancestral lines through the female only. Religion: They worship Eru and revere Yavanna, the Queen of the Earth and wife of the Valar Smith Aulë. She is the Valar tasked by Eru to make living things grow and flourish and is the guardian of all the Olvar (Growing Things that Do Not

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Move, ie all plant life). Hobbit religion is centred on a series of joyful celebrations focused around the gifts of Nature: ie Harvest festivals. Midyears (Midsummers) is the time for the summer festival, while the two Yule days at the beginning and end of the year mark the beginning of the return of the Sun and the march toward Spring. Harvest times, are always a time of special celebration for all Hobbits.

character development process. They may also throw skill points into Adûnaic (basic chance 0%) and Sindarin (basic chance 0%) as many of the books found within the Shire are written in these languages and Hobbit children will often learn their “letters” (ie how to read and write) from such works. Prejudices: Fallohides are the most prone to mingle with Big People. Stoors rarely deal with other races. Harfoots, for the most part, prefer to interact in trade with Dwarves. All Hobbits share in their hatred for Wargs and Orcs (especially Goblins). Restrictions on Professions: Hobbits shy away from all magic and so produce few with the skills and capacity to go into magical professions. Starting professions available for Hobbits include the following: Craftsman, Farmer, Healer, Hunter, Merchant, Scholar, and Warrior (Bounder). When adventuring, a Hobbit will find that their size and naturally stealthy abilities help them as Scouts or Burglars. Alternatively, the player can roll on the Background Options For Beginning Player Characters table below.

OTHER FACTORS Demeanour: Hobbits are basically cheery, conservative, unassuming and peaceful folk. Ambition is not part of their makeup. Most are conformists who avoid the unknown and shun adventure, preferring instead to stay within the comforts of their Shire. Languages: Hobbits speak their own subtle variant of Westron which is called Hobbitish. This adoption of the Common Speech is indicative of their subtle adaptability, for the whole of the tribes abandoned the original Kuduk tongue th when they migrated out of Rhovanion in the 13 th and 14 centuries of the Third Age. All Hobbit characters will begin the game able to speak Westron at their INT x5 as a percentage. Skill points can be used to increase these language skills up to a maximum of 95% during the e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.44


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the ankle, often coloured (bright yellow, green, blue, orange) in a vibrant dye. Females: white or cream linen blouse and petticoat; dirndl-styled woollen jumper in bright hue (lemon yellow, fuchsia pink, sky blue, apple green, turkey red), reaching to mid-calf; bodice (in a contrasting colour) that laces up the front; lace or crocheted shawl knotted around the top of the shoulders; white or cream linen apron. Money: In addition to any coinage derived from the Background Social Status below, the character may possess additional coinage of Arnorian mint worth 100 sp (or it could be a gem or piece of jewellery worth that same amount).

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within Hobbit society, and any additional starting monies they may have saved or been given.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: All Hobbits have ready access to steel weapons. A player character can be expected to begin the game with: •

Either a dagger, handaxe, shortsword (if they can find a merchant who has one for sale, and this is highly unlikely unless the merchant is a travelling Dwarf), pitchfork or club; and

• A self-bow or sling. Armour: A player character can be expected to begin the game with soft leather or hard leather or no armour at all. Helm will be a leather hood. They will have a Target shield. Their armour will be a sleeved Hauberk that covers their abdomen, chest and arms. Lower coverings will be armour shaped as trousers that cover their lower legs and will be reinforced by the Hobbits natural hardness in their legs. Clothing: Males: white or cream linen shirt; colourful (royal blue, scarlet, grass green) waistcoat or vest, often embellished with embroidery or made from an ornate brocade; leather belt with a pewter, gold, or brass buckle; loose woollen trousers with legs that reach anywhere from just below the knee to just above

Background Social Status: Hobbits D100 Background Money 01-03 Healer 2D100 Silver pieces Craftsman (chose one: Jeweller, Miller, Smithy, or Stonemason, Tanner, 04-20 Toymaker) 2D100 Silver pieces 21-80 Farmer 1D100 Silver pieces 81-90 Hunter/Trapper* 2D100 Silver pieces 91-92 Merchant 3D100 Silver pieces 93 Scholar 3D100 Silver pieces @ 94-97 Warrior (Bounder) 1D100 Silver pieces Thain’s administrators (Mayor, Postmen, Civil # 98 Servants) 2D100 Silver pieces @ 99 Sheriffs 2D100 Silver pieces D100x10 Silver 100 Gentry** pieces * Hunter/Trappers hunt wild game and trap animals for pelts used by Hobbit craftsmen and to sell to travelling Dwarven merchants. # The Thain is the traditional ruling office of Hobbit society and the Thain himself is the ruler of the Hobbits (although this really amounts to no more than just being an administrative coordinator for the equivalent of Hobbit societies “public service”). All Mayors and their administrative assistants, who include the postmen who deliver the mail within the Shire, are under the direction and administration of the Thain. @ Warrior (Bounder) are those Hobbits that act as the militia ready to be called to arms to defend their lands. Most of the time the Bounders will be farmers,

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and even some merchants, who spend their day doing their normal labours but will act as guards and warriors when need demands it. The Sheriff’s are the “standing army” and police of the Hobbits and ensure the keeping of the peace. During times of travail, the Bounders will be under the command of the Sheriff’s who will guide the defence of the Shire and the protection of Hobbit settlements. **Hobbit Gentry are those well to do, respectable, Hobbits who have come into inheritance of a

sizable sum of money. Interestingly, these family fortunes have oft come through “unrespectable” means such as going on adventures. Two examples of such well to do Hobbit families are the Tooks and the Bagginses. The Gentry will own lands as well as have amounts of disposable income and often other Hobbits will work the land for them or rent parcels of land off them in order to farm it.

An Unexpected Morning Visit by Ted Nasmith shows the countryside of the Shire.

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MANNISH RACES (Hildor or Atani) Men were the Second born, and first arose in Utter East during the First Age of the Sun. There, in a land called Hildórien, they awoke to find a wild continent, and it was many years before they first encountered the Firstborn (the Elves). The Eldar (Elves) gave men the name of Hildor (E. "Followers"), although they are now more commonly called Atani (Quenya) or Edain (Sindarin) which both mean "Second People". Men differ from the Elves in many ways, the least subtle of which is their "Gift of Death". Men are mortal and live their brief lives with a fire and passion unlike any other race. They are also more varied in nature and often flawed and vulnerable. Unlike the Firstborn, they are quite susceptible to disease and temperature extremes. In the First, Second, and Third Ages, however, they rarely weary of life. There are two greater groupings of Men: the High Men, who are commonly called Edain; and the Common Men. The Common Men were those who did not ally themselves with the Elves in the wars that took place in Beleriand against Morgoth during the First Age. Some speak of the Northmen as a third group, Middle Men, who are racially close to the Edain, but did not benefit from any contact or alliance with the Elves. Blessed by their faith in Eru and his Vala servants, the Adan (later Edain) line is special. High Men are exceptionally large, averaging 6'3" to 6'7" and weighing 200-275 pounds. Their great bones and musculature gives them a grand appearance; only the Noldo Elves rival their strength. They are not as nimble or resilient as the Elves however. The hair of High Men is dark-brown or coal-black – their eyes blue, grey, or black – and they tend toward fair skin. Those of pure blood live as long as 200-300 years. Common Men are more numerous and less blessed. Stocky and relatively short (5' to 6'4"), they have produced a wide variety of types. Their hair and skin colours vary from the deepest brown and blacks to the lightest shades of blond and cream. Unlike the High Men, many wear beards and moustaches. From their ranks come the vast majority of Middle-earth's mannish lines.

or are completely dominated by the Shadow. Men are only found within Middle-earth, but range from western Eriador into the Utter East and from Far Harad in the south to the Northern Wastes and Forochel. The various races of Men who are still of the Free Peoples (ie not under the influence or dominion of the Shadow) are detailed below.

By the Third Age, Men have become the most numerous and diverse of the Free Peoples living within Middle-earth. Sadly however, over the ages, many races of Men have fallen under either the indirect influence of the servants of the Enemy e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.47


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that end they labour and hope for and it is the driving passion of their Clan. All Beorning males are taller than the average Northman male and more hairy (with beards and body hair). Beorning woman are also taller than the average Northman woman and their heads are crowned with thick long hair. The Wise believe that the Beijabar encountered the Valar Oromë in the Misty Mountains during their migration from Eriador into Rhovanion. There in the Misty Mountains, the Clan of the Beijabar were set upon by a large number of Orcs. Oromë came to the rescue of the Beijabar and inspired by their valour and courage against insurmountable odds, gave them the gift of Bear-form to aid them in their safe passage across the mountains. Hence the Beornings now view the Misty Mountains as their ancestral home and revere the Vala Oromë as their patron. The Beornings however do not speak of their origins to outsiders as so none amongst the Wise can confirm if this is true or not.

BEORNINGS

Gamemasters note: Beornings have the ability to shape-change into Bear-form. When in Bear-form use the Grizzly Bear statistics in the Creatures chapter of ME-BRP. The only difference is that the Beorning will retain their full INT whilst in Bear-form. All other statistics will remain the same as for that of the Grizzly Bear, however the Beorning must learn to attack with their Claw, Bite and Slap attacks as though they were normal melee weapon skills. The basic chances of success for these three skills will be 25% for the Claw and Slap attack skills and 20% for the Bite attack skill. They may not parry with the Claw unless wearing a specially made gauntlet to cover their paw. Characteristic Roll

All called the Beijabar or Bajaegahar, this dispersed group of large men has a confused origin. They are a Northman branch related to the Lake-men of Esgaroth, the Woodmen of the western boundary of Mirkwood, and the Dale-men of Rhovanion. They appear, however, to have become a distinct racial group in elder times, prior to the Northman migrations out of Eriador into Rhovanion. Their numbers are few, and some have distinguished them as a clan rather than a separate people amongst the Northman of Rhovanion. Culturally, and to some degree physically, however they are unique. The Beijabar hold that their ancestral homeland is the Misty Mountains and they lived there until the numbers of Goblins and Orcs grew to such proportions that they were forced to relocate into the Vales of the Anduin. They myths hold that one day they will return to the Misty Mountains and vanquish the Orcs that drove them from there. To

STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

2D6+6 3D6 2D6+7 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 13 MOVE: 10 10-11 HIT POINTS: 13 14 Damage Bonus: 13 +1D4 (+2D6 10-11 in Bear form) 10-11 10-11 Points Variable/5 Variable/5 Variable/5 Variable/6 Variable/4 Variable/4 Variable/5

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NOTE: They will generally wear leather armour when in human form but cannot wear any armour in Bear-form (they will have the natural armour of the bear however), except a specially made gauntlet that gives +2pts of armour protection (and +2 damage) to their arms and allows for the claw to act as a parrying weapon. Weapon Broad Sword Hand Axe Self Bow Round Shield # Claw (x2) # Bite # Slap @

Strike Rank 8 8 5 5 3 8 5

Percent age @ 45% @ 45% @ 45% @ 50% @ 50% @ 35% @ 35%

Damage 1D8+1+db bleed 1D6+1+db bleed 1D6+1+½db imp 1D4+db knockb 1D6(+2)+db bled 1D10+½db bled 1D3+db crush

Percentages are for NPC’s only.

# Weapons useable while in Bear-form only. Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 50%, Bargain 75%, Brawl 35%, Craft (various) 55%, Dodge 50%, First Aid 60%, Grapple 75%, Knowledge (Beijabar History) 55%, Language (Westron) 100%, Language (Atliduk) 100%, Language (Waildyth) 100%, Language (Nahaiduk) 80%, Listen 75%, Spot 75%, Stealth 75%, Throw 55%.

Racial Traits: All Beornings share the

following racial traits in common. Whether being played by player characters or used as NPC’s, Beornings gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison. Bear-form: Beornings are shape-shifters who are capable of transforming into Bears (usually

appearing as a Grizzly Bear) at will. It takes a Beorning one full combat round to transform from human-form into a bear. When in Bear-form, they retain their full intelligence (INT) however their clothing will rip during the transformation and so must be removed before transforming into Bear-form. To change into and from Bear-form, a Beorning must first make a successful Stamina Roll. It also costs the Beorning 1 Power Point each to transform to and from Bear-form. Animal Affinity: Like the Elves, the Beornings have a great rapport with good animals, such as horses and eagles. They can, in a sense, speak with them (ie they can understand the body language of such animals and feel impressions of what the animal is thinking), they can feel empathy with such animals and can call on them for service at need. As such, all Beornings receive a bonus of +50% to their Ride skill and receive a new Mental skill called Animal Handling at the beginning chance of 50%. These skills can be increased normally through experience and through the use of skill development points during the Character creation process. Finally, in addition to all this, wild animals will not attack a Beorning unless actively provoked.

PHYSICAL CHARACTER Build: Physically, the Beornings are the largest of the Northmen and all are strong of build and bone structure. Males have a high degree of facial and body hear, growing heavy bears. Men average 97.5 kg (215 pounds); women 65.7 kg (145 pounds). Colouring: Their complexions are fair, but unlike most Northmen (who are usually blond), the majority have dark or reddish brown hair. Endurance: Beornings need sleep only twice every three days. Height: Males average 1.95 m (6’4”), women 1.74 m (5’7”). Lifespan: 80-100 years. Resistance: Normal Special Abilities: Wild animals will not attack a Beorning unless actively provoked.

CULTURE Clothing & Decorations: Practical wool and linen garb, including boots, etc. They favour rugged tunics, capes and woollen pants with leggings however they rarely wear any armour other than types of leather. Fears and Inabilities: None, however they shy away from civilised areas. Lifestyle: Beornings have traditionally lived in small groups or single families on well-tended “manors.”

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Some, like Beorn’s line, have favoured relative lowliness, while the majority reside in the passes and foothills of the Misty Mountains or Grey Mountains. In each case, their presence is extremely subtle. Beorning families tend both themselves and their surrounding manors with the aid of a wide variety of friendly animals. These animals appear to outsiders as equal members of the household and quite tame, displaying a remarkable degree of intelligence. Males often leave their manors for extended periods in order to conduct religious or social affairs and to patrol their territory hunting out Orcs and Wargs. Marriage Pattern: Monogamous. The line is traced through the male. Religion: Centres on the ancient Cult of the Bear (Rh. “Bairakyn”). The head of the Cult, or Waildanbair (Rh. “Ruling Bear”), is also the hereditary lord of the whole Beorning Clan and is the foremost of the famous Shape-Changers. During their secluded ceremonies, these men take the form of bears and recreate their ancient legends and epics using complex dance rituals. These gatherings occur at specific Beorning holy places in or near the Misty Mountains which have some connection to their patron Vala Oromë (whom they call Araw).

OTHER FACTORS Demeanour: Beornings are loners by nature, but enjoy their rare moments with others. Generous and normally quiet and introspective, they can become jovial and explosive when in social situations. Their deep, thundering laughter is legend. As warriors, Beornings are fierce and often uncontrollable. This is particularly true when they are in Bear-form. Once in Bear-form, they can attack with tremendous force and single mindedness, even though they retain their intellect. Languages: Beornings generally use two forms of communication: their standard Atliduk language (a Northman language variant) and a system of Nature-signals called Waildyth that imitate animal calls, bird calls and utilises hand signals. Waildyth can be used to speak and pass complicated messages across long distances without betraying the presence of the Beorning, as the sounds are merely variations on the noises of the wild. Beornings also know the common speech, Westron, using this as their chief tongue when communicating with outsiders. Beornings will begin to game knowing the following languages: Atliduk and Westron at their INT x5 as a percentage, and Waildyth at their INT x3 as a percentage.

Prejudices: Beornings detest the various races of Orcs and hate Wargs as well and have often (whilst in Bear-form) come to the defence of the Woodmen and Northmen living in Rhovanion when they have been under attack from such creatures. Restrictions on Professions: Beornings produce no true Mages. Most are Famers who also specialise Rangers when patrolling their lands. They also produce Bards.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Beornings have ready access to steel and iron weapons. A player character can be expected to begin the game with: •

Either a dagger, hand axe, club, or broadsword; and

• A throwing dagger, or self-bow. Armour: A player character can be expected to begin the game with soft or rigid leather or even no armour at all. No helm or shield. If the soft leather armour is chosen, it is a sleeved Hauberk of soft leather that covers their abdomen, chest and arms. Clothing: Males: soft or sueded leather tunic (with sleeves reaching from mid-forearm to the wrist) trimmed with fur (rabbit, beaver, mink, sable) at the neck, waist, wrists, and hem; leggings of soft or sueded leather; stout leather boots; cloak made from a dear, or cougar pelts. Females: the same garments described above with addition of a full sueded skirt (falling to mid-calf or the ankles) trimmed with furs at its hem; or a caftan-styled gown of soft leather with its pleats hanging from a yoke and possessing long wide sleeves. Varying shades of tan, brown, and red are the favoured colours for Beorning garments. Small spots of yellow, white, or sky blue occasionally are used ornamentally in a yoke at neck or waist. Women who go adventuring often wear leggings without a skirt if they must be prepared for combat. Money: In addition to any coinage derived from the Background Social Status below, the character may possess goods to be bartered or exchanged for coinage: 10 finely worked deerskins (worth 2 sp each); 5 otter pelts (worth 4 sp each); 4 beaver pelts (worth 5 sp each).

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within their society, and

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any additional starting monies they may have saved or been given. Background Social Status: Beornings D100 Background Money # 01 - 79 Farmer 1D100 Silver pieces # 80 - 94 Ranger 1D100 Silver pieces 95 - 99 Bard** 1D100 Silver pieces @ Child of the Waildanbair 2D100 Silver pieces 100 #

Many farmers, especially those who are male, will be required to undertake duties to help protect the clan. This often requires patrolling the clan’s territory. As such, many Farmers will double in their professional role as Rangers as well. There are a few Beornings within every clan that will be supported by the rest of the clan to undertake the role as Rangers full time, providing a full time protective militia for the whole clan. Beornings should use the Ranger profession during the character creation process when assigning professional skill points, but they should also allocated some professional skill points into their Craft (Farming) skill. ** Bard’s travel from clan to clan passing on news and performing at the Beorning rituals. They also perform the role of healers amongst the Beornings. @

The Waildanbair is the hereditary lord of the local Beorning Clan. This option provides a player character(s) with some future direction as to their role within their Beorning clan but will also place a burden of responsibility on the player as they will be required to rise up into the role of Waildanbair when their father can no longer fulfil the role due to illhealth or death.

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(various) 55%, Dodge 50%, First Aid 60%, Grapple 55%, Knowledge (Rhovanion History) 45%, Knowledge (Rhûn History) 45%, Language (Logathig) 100%, Language (Westron) 100%, Listen 65%, Perform (instrument or singing) 50%, Spot 55%, Stealth 55%, Throw 75%.

DORWINRIM

(sing. Dorwinadan) The Dorwinrim occupy the lower Carnen

and Uldona valleys and the hilly region running south from the Redwater to the northwest shore of the Sea of Rhûn. This region is the land known as Dorwinion, a land where two main cultures meet and mix, the Northman and the Easterlings. Though they are of distinctly Northman origin, the people of this region reflect a mingling of both groups.

Gamemasters note: Use this category for mannish characters born and raised among the farms, grazing lands, and villages of Dorwinion and the people of the towns of Dale and Esgaroth on the Long Lake.

Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+6 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 MOVE: 10 10-11 HIT POINTS: 12 13 Damage Bonus: none 13 10-11 10-11 10-11 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: They will generally wear leather armour as few can afford more protective types of armour. However they will wear the best armour available to them Strike Percent Rank age @ Broad Sword 8 45% @ Hand Axe 8 45% @ Self Bow 5 45% @ Round Shield 5 50% @ Percentages are for NPC’s only. Weapon

Damage 1D8+1+db bleed 1D6+1+db bleed 1D6+1+½db imp 1D4+db knockb

Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 50%, Bargain 75%, Brawl 50%, Craft

Racial Traits: All Dorwinrim share the following racial traits in common. Whether being played by player characters or used as NPC’s, Dorwinadan gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

PHYSICAL CHARACTER Build: Dorwinrim are slightly larger than most groups labelled as “Common” or “Middle” Men. Men average 70 kg (155 pounds); women 49.9 kg (110 pounds). Overall, they are somewhat stocky. Those who have Easterling blood will also have wide facial features with narrow noses and narrow eyes. Colouring: Their complexions are mixed showing their relationship to both Northman and Easterling peoples. Eye colour is mostly brown though there are large numbers of blue and green eyes are still fairly common. Hair colour is usually darker than Northman, usually brown or auburn in colour, there are still a number of Dorwinrim how have either black or blond hair colour. Endurance: Average. Height: Males average 1.79 m (5’9”), women 1.58 m (5’2”). Lifespan: Moderate, averaging 60-80 years. Resistance: Normal

CULTURE Clothing & Decorations: A wide variety of wools and linens are used to make their clothing. They wear practical clothing styles; shirts and pants. All

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clothing is particle in nature. They tend to modestly adorn themselves with jewellery. Fears and Inabilities: None, aside from local superstitions. Lifestyle: They originally hale from Northman stock as traders, adventurers and river-men, who ventured into Dorwinion. Frequent conflicts with numerous Easterling tribes forced them to abandon their nomadic lifestyle in favour of an urban, rustic life. Dorwinion is known for its fine wines and strong oils. Hardy vines cover the land around urban centres (villages, towns and strongholds) and provide the principal sources of income (ie grapes and wines). Olive trees produce olives and olive oil that are sold and traded. Additional revenue comes from the Sea of Rhûn: shellfish products, food and dyes, providing for a thriving economy. Marriage Pattern: Monogamous. The line is traced through either the male or female. Religion: Variations of subdued rituals celebrated mostly around festivals and feasts that celebrate the changes in the seasons, the harvests and the gift of life given by Eru. The principle worship focuses on Eru with reverence given to the Vala Yavanna (whom they call Donu) as the patron for the harvest and is also honoured for her aid during the growing seasons. Their greatest heroes are also honoured and remembered in death. Their selfless deeds are remembered in songs and annual feasts that celebrate their life and achievements and the protection they provided (in life) from the threats that have beset the Dorwinrim.

OTHER FACTORS Demeanour: The Dorwinrim are known for their hardy character and hospitable nature. Most favour strong drinking games and story-telling and never shy away from an excuse to celebrate. Their distinct rolling laughter and physical closeness, for they are very tactile people (hugging when welcoming someone, even strangers), all adds to their reputation of friendliness. The Dorwinrim are amazingly loyal to friends however they are distinctly short or cruel to their enemies. Languages: The Dorwinrim are well-versed in the commercial tongues of northwest and northcentral Middle-earth. They speak fluent Westron (the common speech at their INT x5 as a percentage) and their own language Logathig (at their INT x5 as a percentage). Since some groups of the Dorwinrim (like those who live in and around the lake town of Esgaroth) frequently deal with the Silvan Elves of northern Mirkwood, many have acquainted themselves

with the Silvan speech (Bethteur) and Sindarin. Likewise Dorwinrim living in the eastern parts of Dorwinion will have traded with Easterlings and therefore have had the opportunity to learn some of the Easterling tongue of Logathig. As such Dorwinrim player characters may allocate skill development points into these neighbouring languages during the character creation process. Prejudices: Dorwinrim are renowned as explorers, traders and travellers and they have learned much of the spirit of others and enjoy dealing and trading with a wide variety of Elves and Men. They hate no race of men but are weary of the Easterlings as they have fought many conflicts with Easterling tribes over the years. They still trade with the Easterlings but their weariness towards them is also predicated on knowing that many Easterling tribes have either directly or indirectly fallen under the sway of the Shadow. Dorwinrim do however hate Orcs and Wargs. Restrictions on Professions: Eriadorians produce no true Mages but do produce Lore-masters and the occasional Rune-keeper.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Dorwinrim have ready access to steel and iron weapons. A player character can be expected to begin the game with: •

Either a dagger, Battle-axe, hand axe, Long sword (or an Easterling scimitar or, very rarely, a Katana from far eastern Middleearth, that have come into the player characters possession through trade with Easterlings), club, or Short spear; and

• A throwing dagger, self-bow or sling. Armour: A player character can be expected to begin the game with soft leather or no armour at all. They may purchase a helm, round shield and chainmail armour from their starting monies. The armour (both leather and chain) will be a sleeved Hauberk that covers their abdomen, chest and arms. Clothing: Males: linen shirt or blouse, usually cream or white; short woollen vest, sometimes with decorative points at the hem, sometimes cut straight, usually with panels of fabric in contrasting earthly hues (rust and black, soft brown and dull yellow, brick and dark brown, etc); loose woollen trousers in subdued colours (black, dark grey, tan, sienna, bone, taupe, umber, etc); linen sash or leather belt; wooden clogs or sturdy leather boots; long, full coat, often with quilting and trapunto to provide protection in the severe weather that visits the area in winter. Females: linen shirt or blouse, usually cream or white; woollen vest, usually more form-fitting on women of marriageable age, looser

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on children and matrons, with panels of fabric in contrasting earthy shades (orange and charcoal, black and bone, taupe and dark brown, etc); full woollen shirt in subdued colours (rust, dark grey, tan, sienna, brick, dull yellow, umber, etc); linen sash or leather belt; wooden clogs or sturdy leather boots; long, full coat, with elaborate quilting and trapunto. Money: In addition to any coinage derived from the Background Social Status below, the character may possess 1D100 silver pieces or 3D20 kysûri pieces (each kysûri piece is worth 2 silver pieces). Kysûri are the common barter chips used in trade between the Dorwinrim and the Easterlings and is made of ivory. Kysûri are used by the nomadic Easterling tribes who prefer these ivory chips to metal coinage, as metals are put to more practical usage, such as in the production of weapons.

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Dorwinrim D100 Background Money 01 - 10 Peasant Farmer/Serf 1D100 Copper pieces 11 - 40 Farmer/Viticulturist 1D100 Silver pieces 41 - 60 Villager 1D100 Silver pieces 61 - 70 Herder 1D100 Silver pieces 71 - 84 Village Merchant 2D100 Silver pieces 85 - 90 Travelling Minstrels 1D100 Silver pieces 91 - 95 Travelling Merchant 2D100 Silver pieces 96 - 99 Militia 1D100 Silver pieces D100x10 Silver @ 100 Local Lord’s child pieces yearly @ The stipend from the local Lord will cease after the characters 21st birthday. The character must return to a specific location each year to obtain the money. Such a location is generally the family Manor or castle. The location of this spot will be determined by the Game Master. Uncollected monies do not accrue interest.

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DUNEDAIN The Dúnedain are descendants of the Edain who settled on the island kingdom of Númenor during the Second Age. It was their Númenórean forefathers who conquered and colonised much of Middle-earth. When the Isle of the West sank into the sea during the Downfall of S.A. 3319, two groups survived: the Black Númenóreans and the Faithful Dúnedain. The Black Númenóreans had fallen under the sway of the Enemy but the Dúnedain remained true in faith to Eru and the Valar and in friendship to the Eldar. It was the Dúnedain who established the kingdoms of Arnor and Gondor, known as the Realms in Exile. The Black Númenórean survivors, however, settled in the realm of Umbar and farther south into Harad. The majority of the Dúnedain lived in the realm of Arnor, in Eriador, after the Downfall. However losses incurred against the Enemy during the Battle of the Last Alliance, the deprivations of the Great Plague, numerous wars with Angmar, and the final fracturing of Arnor into three smaller kingdoms of Arthedain, Cardolan and Rhudaur left the numbers of Dúnedain depleted in the northern realms. Rhudaur was the first of these smaller northern Dúnedain kingdoms to fall, for it came under the sway of Angmar and was eventually destroyed. Cardolan too fell into ruin after border wars with Arthedain and invasions from Angmar weakened her to the point of no return. Arthedain was the last of the former Arnorian kingdoms to stand, but was eventually destroyed by the forces of Angmar. The Dúnedain of the north now can only be found in isolated enclaves of Rangers, who wonder the wild and protect the former boarders of Arnor. Though they are mistrusted and misunderstood by the average folk of Eriador, were it not for the valiant and selfless efforts of these Rangers, none would now live in the relatively peaceful northern lands. The Dúnedain of Gonder were always less in number than their northern cousins, however they were the Lords and Princes of the Realm of Gondor. Their numbers suffered too with the Battle of the Last Alliance. Their numbers were even more depleted when the Great Plague swept out of the east. Gondor’s boarders shrank with the loss of the numbers required to keep those boarders secure. Though at times the realm of Gondor temporarily reclaimed its lost territories of Northern Ithilien, Southern Ithilien, Harondor and even Umbar, it cost Gondor dearly and these regions could not be held for long. Gondor’s frequent border skirmishes and wars further depleted the numbers of Dúnedain in the southern kingdom and few remained whose

bloodlines had not been diluted with the mingling of the bloodlines of the races of the Middle-men. The Dúnedain have always been regarded as the High-men amongst the mannish races of Middleearth. But as the Third Age wanes towards the War of the Ring, few of the full blooded Dúnedain remain in Middle-earth.

Gamemasters note: The Dúnedain have their largest numbers in Eriador during the late Second Age and throughout the Third Age. In Gondor, the Dúnedain are the Princes, Lords and Nobles of Gondorian society. The majority of men living in Gondor, however, are now of Middlemannish decent (refer to the Gondorian entry). Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 2D6+6 2D6+8 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 MOVE: 10 13 HIT POINTS: 14 15 Damage Bonus: 13 +1D4 10-11 10-11 10-11 Points Variable/5 Variable/5 Variable/5 Variable/6 Variable/4 Variable/4 Variable/5

NOTE: They will generally wear metal armour over leather. Metal armour will be chain or plate. Rangers prefer rigid leather armour for its flexibility and stealthy qualities. They will wear the best armour available to them when engaged in warfare. Strike Percent Rank age @ Long Sword 7 75% @ Dagger 8 65% @ Long Bow 5 70% @ Kite Shield 8 50% @ Percentages are for NPC’s only. Weapon

Damage 1D8+db bleed 1D4+db imp 1D8+1+½db imp 1D4+db knockb

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Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 75%, Craft (various) 75%, Dodge 50%, First Aid 70%, Grapple 55%, Knowledge (Edain History) 80%, Language (Westron) 100%, Listen 65%, Perform (instrument or singing) 65%, Speak Dúnedain 100%,Spot 55%, Stealth 55%, Throw 75%.

Racial Traits: All Dúnedain share the following racial traits in common. Whether being played by player characters or used as NPC’s, Dúnedain gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

PHYSICAL CHARACTER Build: The High-men are tall and strong in stature and are the pinnacle of the race of Men. Males average 102 kg (225 pounds); women 68 kg (150 pounds). Colouring: Fair skin and black or dark brown hair. They have piercing blue, light blue or grey eyes. Some have green eyes, though this is rare and may reflect a trait from the blood line of Middlemen that had been introduced from the characters ancestor marrying one from the Middle-mannish race. Endurance: Considerable, all Dúnedain gain a bonus of +20% on any roll when resisting the effects of weariness or encumbrance. In addition, Dúnedain gain a bonus of +20% to all Stamina rolls. Height: Males average 1.98 m (6’5”), women 1.77 m (5’10”). Lifespan: Long, averaging 100-300 years. Resistance: Normal

CULTURE Clothing & Decorations: The Dúnedain were taught many craft skills by the Noldor in Beleriand during the First Age of the Sun, and the Dúnedain have not forgotten those skills. All clothing is rich and well made, even their travel clothing is well made and designed for purpose and ruggedness. Fears and Inabilities: Dúnedain are acutely aware of their own great skills and potential and as such are susceptible to fearing their own mortality. This has caused some of the Dúnedain to go to extreme measures in order to attempt to avoid death. One such Dúnedain was Ar-Pharazon, 24th and Last King of Numenor, who for the fear of death listened to the lies of the Dark Lord and attempted to invade Valinor. In so doing, he brought about the destruction of Númenor and the scattering of the remnant of his peoples. Lifestyle: Generally comfortable and cantered around an urban lifestyle found in cities and towns. However, after the fall of Arthedain in the north of Middle-earth, the surviving Dúnedain took to the lifestyle of Rangers, wondering their lands and protecting their former realm. The only fixed abode of these Rangers was the Elven Haven of Rivendell and a few scattered enclaves in the ruins of their former kingdom. The Dúnedain of Gondor, however, still retain their urban lifestyle. Marriage Pattern: Monogamous. They maintain their bloodlines with pride and honour, however as their numbers dwindled, they often married folk of other races. The Half-elves have almost exclusively been the offspring of Elves and Dúnedain. The line is traced through the male. Religion: The Dúnedain worship Eru. The principle worship focuses on Eru in much the same way as the Noldor Elves display worship, for it was the Noldor who taught the Dúnedain about Eru and the Valar. The Dúnedain also give respect to all the Valar, but in particularly Manwë, Araw (the Vala Oromë) and Varda, for they are the patrons of men. The Dúnedain practice elaborate burials involving great Barrows and tombs in which the preserved bodies of the deceased are interred. Such burial locations are considered as highly sacred. Great Necropolises have been built in their cities and great fields of Barrows raised in their lands so the living can honour the dead.

OTHER FACTORS Demeanour: Noble, confident, determined and so prone to being impatient, proud of bearing and so sometimes seem haughty. However they are honourable in character, fair in judgement, loyal in friendship and steadfast in courage, standing their ground when all others wither away.

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Languages: Their original tongue is Adûnaic (which is derived from Sindarin) although this is usually only spoken at formal occasions or when two Dúnedain wish to speak without others understanding them. The common speech, Westron, is usually their chief tongue. Dúnedain Player Characters begin the game knowing both Adûnaic and Westron at their INT x5 as a percentage. They may also apply skill development points into learning Sindarin and Quenya when creating their player characters. Prejudices: The Dúnedain have always been strong friends and allies of the Eldar, and have always been welcome in Elven Havens. However they despise the Black Númenóreans for it was their rejection of Eru and the Valar, and their submission to the Dark Lord, that resulted in the destruction and sinking of Númenór. Likewise they hate the Corsairs, for it was their ancestors who caused the Kin-strife, the Gondorian civil war. They hate also all servants of the Enemy, the Orcs, Trolls and Wargs as well as the races of Men who have subjected themselves to the Dark Lord. Restrictions on Professions: None. The Dúnedain are well suited to all professions including those that use magic, and they are skilled craftsmen.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Dúnedain have ready access to steel weapons of the best quality. A player character can be expected to begin the game with: •

Either a broad-sword, long-sword, mace, battle-axe, or morning star; and

A dagger, throwing dagger, spear or longbow. Armour: Dúnedain warriors have access to some of the best armour possible. The Dúnedain of Gondor will have full plate armour embossed with the emblem of the White Tree. The Dúnedain of the North, as they are now Rangers, will tend towards wearing stealthy armour such as leather. A player character can be expected to begin the game with soft leather and a chainmail hauberk. They will have a heavy helmet and a round shield. If the soft leather armour is chosen, it is a sleeved Hauberk of soft leather that covers their abdomen, chest and arms. The Dúnedain of Gondor, if in military service, will have access to full plate armour custom fitted to their size, a heavy helmet and a full shield embossed with the emblem of the White Tree. The Dúnedain of Gondor who are Rangers will have rigid leather instead of plate armour. •

Clothing: Arnorian Males: linen, silk, or woollen undershirt, in a rich colour (maroon, blue, purple, navy blue), with close fitting sleeves; woollen under-hose; silk or woollen outer hose; flowing silk or woollen tunic (again in rich hues) with wide, flowing sleeves ornamented with fine embroidery; decorative leather belt often set with precious stones; silk or woollen collar covering the shoulders and often the neck, decorative bands of embroidery at the top and bottom edges; soft leather shoes or stout boots; quilted cape with generous hood and wide sleeves; fur over-cloak. Arnorian Females: linen, silk or woollen undershift, in a rich colour (royal blue, deep red, sky blue, violet, midnight blue), with close fitting sleeves; woollen hose; flowing silk or woollen gown (rich hues as above) with wise, flowing sleeves ornamented with embroidery and appliqué; decorative leather belt or girdle often set with precious stones; silk or woollen collar covering the shoulders and often the neck, decorative bands of embroidery at the top and bottom edges; headpiece of lace or embroidered fabric, crescent shaped, with one point hanging onto the forehead; soft slippers; leather ankle boots; quilted cape with generous hood and wide sleeves; fur over-cloak. Gondorian Males: silk or cotton undershirt, usually white or a pastel; richhued silk or cotton waistcoat with elaborate sleeves (gathered, slashed), close-fitting bodice, and wide shirt pieces; belt of finely dyed leather and gold or silver links; decorative collar, elaborately embroidered, covering the shoulders but revealing the neck; sandals or soft shoes, quilted cape with generous hood and wide sleeves. Gondorian Males: silk or cotton undershift, usually white or a pastel, often sleeveless; rich-hued silk or cotton gown with elaborate sleeves (gathered, slashed, multiple puffs) and close-fitting bodice; silk sash or girdle; decorative collar, elaborately embroidered, covering the shoulders but often revealing the neck and chest; ornamental headpiece; sandals or soft shoes; quilted cape with generous hood and wide sleeves. NOTE: after the deprivations of the Great Plague and the loss of prosperity from Gondor’s former self, in the latter part of the Third Age, Gondorian clothing became more austere and drab. Bright colours give way to greys, dark browns and black. Tunics rather than shirts (for males) became more the common dress attire, and clothing becomes more functional than decretive. This reflects both Gondor’s loss of its former glory and the pressures of ever present enemies on its borders. Money: In addition to any coinage derived from the Background Social Status below, the character may possess additional coinage of various mints worth 400 sp (or it could be a gem or piece of jewellery worth that same amount).

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@

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the relevant table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given.

yearly D100x10 Silver @ 100 Local Lord pieces yearly @ The stipend will cease after the characters 21st birthday. The character must return to a specific location each year to obtain the money. Such a location is generally the family Manor or castle. The location of this spot will be determined by the Game Master. Uncollected monies do not accrue interest.

Background Social Status: Dúnedain of the North prior to Third Age 1974 D100 Background Money 01 - 20 Merchant 4D100 Copper pieces 21 - 60 Soldier 2D100 Silver pieces 61 - 77 Scholar 3D100 Silver pieces 78 - 80 Astronomer 3D100 Silver pieces D100x4 Silver pieces @ 81 - 90 Noble yearly D100x8 Silver pieces @ 91 - 95 Courtier (Politician) yearly D100x10 Silver @ 96 - 99 Local Lord pieces yearly 2D100x10 Silver @ 100 Royal Family pieces yearly @ The stipend will cease after the characters 21st birthday. The character must return to a specific location each year to obtain the money. Such a location is generally the family Manor or castle. The location of this spot will be determined by the Game Master. Uncollected monies do not accrue interest.

Background Social Status: Dúnedain of the North after Third Age 1974 D100 Background Money 01 - 95 Ranger 2D100 Silver pieces @ 96 - 99 Ranger (Noble lineage) 2D100 Silver pieces @ Ranger (Royal lineage) 2D100 Silver pieces 100 @ Rangers of Noble and Royal lineage are those Dúnedain in the North who have Noble or Royal blood in their lineage.

Background Social Status: Dúnedain of Gondor D100 Background Money 01 - 20 Merchant 4D100 Silver pieces 21 - 40 Merchant Sailor 4D100 Silver pieces 41 - 69 Soldier (Gondorian Army) 2D100 Silver pieces 70 - 79 Sailor (Gondorian Navy) 2D100 Silver pieces 80 - 87 Scholar 3D100 Silver pieces 88 - 90 Astronomer 3D100 Silver pieces D100x4 Silver pieces @ 91 - 95 Noble yearly 96 - 99 Courtier (Politician) D100x8 Silver pieces e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.58


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DUNLENDINGS This group of Common Men traditionally live in the foot hills and highlands, glens and vales of the Misty and White Mountains. In these lands most have become settled farmers and herders of cattle. The Dunlendings also live in the highlands of Eriador. They are a scattered people who cling to their clan based society and stubbornly have refused to be dominated by anyone, for they cherish their freedom above all else. This character trait has been both a curse and a boon to the Dunlendings, for their desire for independence has bought them into conflict with both the Rohirrim and the Dúnedain. Their desire to be free however, has also protected them from being dominated by the forces of the Shadow, and so they have remained one of the few groups of Common (or Middle) Men who can be added to the list of Free Peoples. The Dunlendings are known in their own language as the Daen Coentis, or "People of Skill." However, this term is more correct of their direct ancestors than the Dunlendings themselves, for much knowledge has been lost from the Dunlendings since the Second Age when they could truly have been called the Daen Coentis. Their Daen Coentis ancestors lived in the foothills and valleys of the White Mountains during the midSecond Age. An ancient and noble race that crossed westward over the Anduin at the end of the First Age, they settled in what would later be Gondor. There, they lived in peace for many centuries, absorbing most of the older Drúedain (Du. "Drughu") bands that preceded them. During the middle of the Second Age, however, two things happened that would forever alter their way of life. One was the coming of the Dúnedain of Númenor; the other was the subtle insurgence of emissaries of the Dark Lord of Mordor. The colonising Dúnedain eventually drove the Daen into the mountainous interior, confining them to the vales and glens of the Ered Nimrais. The Dark Lord’s agents subsequently subverted many tribes of the superstitious Daen Coentis by praying on their hatred of the Dúnedain and subtly promoting insidious blood sacrificing cults rooted in the Dark Religion. Such subversions did not always work for the servants of the Enemy however, for the Dunlendings do not suffer to be subverted or controlled by anyone. Many a servant of the Enemy, just when they thought they had the Daen under their control, would wake up with a knife in their chest and with their dying breath realise that the prideful Daen had become aware of the Enemies schemes and thrown off his influence.

The Daen live in clans of small family units that are loosely associated into numerous tribes. Loyalty to family, clan and tribe is a matter of pride amongst the Dunlendings and complete strangers who belong to the same clan or tribe will defend each other to the death when confronted with enemies from an opposing clan or tribe. The Daen prefer a decentralised society suited to their agrarian lifestyle. Although some clan leaders, High-chieftains and Kings do live in hill-fort settlements called Oppidae.

The Daen have a reckless passion for life and fear only the sky falling down on their heads. This has meant many a conflict has occurred between the tribes. Mostly such conflicts are confined to cattle raiding between tribes however at times the Dunlendings have gone to war amongst themselves with tribe against tribe due to some affront. Warring is fierce as the Daen are hot tempered, skilled warriors and pride themselves in their individual military prowess. But these conflicts are usually short lived, with warrior pitted against warrior in a confused milieu and not an organised coordinated military affair. The Daen do not make good soldiers as their independence suits a warrior’s heart more than that of disciplined soldiers, for the Daen as a whole disdain authority. In Gondor, the Daen Coentis of the southern White Mountains became friendly with the Dúnedain despite the fact that the more powerful Númenórean’s had displaced them from the lowlands. For those lowland Daen groups willing to accept some of the Dúnadan ways, the relationship between the peoples grew strong. These Daen folk adopted more advanced agricultural techniques, joined into more consolidated tribes, chose a rural lifestyle and eventually succeeded in electing a Council and a High-chieftain who was the King of Gondor’s representative in these lands.

Gamemasters note: Use this category for Daen peoples who still retain their traditional lifestyle. For those Daen who live in Gondor in the southern White Mountains, refer to the Gondorian entry below. Characteristic Roll STR CON SIZ INT POW DEX APP

3D6 3D6 2D6+6 2D6+6 3D6 3D6 3D6

Average 10-11 MOVE: 10 10-11 HIT POINTS: 12 13 Damage Bonus: none 13 10-11 10-11 10-11

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Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: They will generally wear leather armour, or leather under chain or ring mail armour. Some may go naked into battle painted in woad. Strike Percent Rank age @ Broad Sword 8 65% @ Battle Axe 8 65% @ Short Spear 8 55% @ Self Bow 5 55% @ Full Shield 5 55% @ Percentages are for NPC’s only. Weapon

Damage 1D8+1+db bleed 1D8+2+db bleed 1D6+1+db imp 1D6+1+½db imp 1D4+db knockb

Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 50%, Bargain 75%, Brawl 70%, Craft (various) 55%, Dodge 55%, First Aid 60%, Grapple 75%, Knowledge (Dunlending History) 55%, Language (Dunael) 100%, Language (Westron) 100%, Listen 65%, Perform (instrument or singing) 50%, Spot 55%, Stealth 55%, Throw 75%.

Racial Traits: All Dunlendings share the following racial traits in common. Whether being played by player characters or used as NPC’s, Dunlendings gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

PHYSICAL CHARACTER Build: All types, but normally medium. Men average 79 kg (175 pounds); women 61 kg (135 pounds). Colouring: Variations of fair to tan skin. Brown or auburn hair mostly, though some are flaxen or blond. Endurance: Average. Height: Males average 1.77 m (5’10”), women 1.70 m (5’6”). Lifespan: Moderate, averaging 50-80 years. Resistance: Normal

CULTURE Clothing & Decorations: Crude woollen tunics with leggings or kilts. They also wear short cloaks. Woollens are woven in bright plaids, the colours indicating the wearer’s family lines and clans. Ritual tattooing and the colouring of skin in blue wode is also widespread. Fears and Inabilities: Though they pride themselves as great warriors fearing nothing but the sky falling down, the Dunlendings are superstitious when it comes to a fear of the Darkness. Numerous superstitions about within Dunlending culture regarding wood spirits and the spirits of places. These creatures come forth in physical form at night and, if not appeased in some way, will cause mischief and grief to those Dunlendings who live close by. Lifestyle: Dunlendings are predominantly herders and hunters, engaging in limited agriculture where the landscape permits the growing of good crops. As they are a decentralised peoples, the growing of crops is limited to meeting the family or villages needs and not for commercial purposes. They live in extended families and reside in small villages. Each clan however will have a clan-hold that is a fortified larger village where a degree of commerce occurs and where a greater amount of agriculture will be undertaken. Each tribe will also have its own hill-fort settlement called an Oppida. Dunlendings use chariots in warfare and occasionally for transport, though carts are more the norm for travelling with goods. They are extremely theatrical and produce gifted poets, musicians, singers and Bards. Indeed, many a clan chief has been more afraid of the satirical barbs of a poet than they have been the business end of the spear of their deadliest foe. Disputes between clans are often settled by raiding, fighting or even warring on one another. Marriage Pattern: Monogamous. Often a wife will be found by raiding a neighbouring clan and carrying off a young maiden. Honour holds that the father

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of the maiden will then lead his own raid to claim his daughter back. The father will be met by the warrior who carried off the man’s daughter and a bride price will then be negotiated by the father’s companions whilst the father stares down and intimidates his future son-in-law. Once the bride price is agreed, the father will meet with his daughter and see if she agrees to this arrangement. Should all parties be in agreement, a lavish wedding feast will be held between the two clans. By this process, the Dunlendings ensure that the clans remain in close ties by blood. In this way, many clans have merged over the ages and many new clans have formed. The line is traced through the male lineage with the descendants baring the surname of the clan’s founding father. Religion: Variations of rituals celebrated around the cycles of the stars that mark off the seasons and festivals and feasts that celebrate the changes in the seasons and the gift of life given by Eru. The principle worship focuses on Eru with reverence given to the Valar. Araw (the Vala Oromë) as the patron of the Common Men. As herders and farmers, the Vala Yavanna is the patron for the harvest and livestock. The Dunlendings are very superstitious and fear the reprisals of vengeful nature spirits. Oral traditions are crucial to the keeping of histories and laws for only their religious leaders (the druids) possess any form of writing. Sacrifices are becoming more widespread however and religious practices and rituals are conducted within sacred places and forest grove’s by the druids. These practices are becoming more tainted by the servants of the Enemy and have been used to subvert the Dunlendings more traditional religion with practices of darkness and the Dark religion.

OTHER FACTORS Demeanour: Suspicious and often appear aloof or arrogant, even rude. They are vocal and animated and slow to trust. Once a stranger has proven trustworthy, they are warm and jovial. They love to talk, boast, laugh, sing, recite poetry and are boisterous to the point of even screaming. Languages: Their native tongue is Dunael with various dialects amongst the various tribes. The chief trade language is the common speech, Westron. Dunlending Player Characters begin the game knowing Speak Own Language (Dunael) at their INT x5 as a percentage, and Speak Westron at their INT x4 as a percentage.

Prejudices: Dunlendings are suspicious of most outsiders. Those that live in or near Rohan will have an enmity with the Rohirrim and Woses. Most Dunlendings will distrust, or even hate, the Dúnedain due to past injustices. However the relationship between the Dunlendings and the Dúnedain has warmed during the later part of the Third Age due to their common enemies and the demise of the Dúnedain kingdoms and dominion in most areas of north western Middle-earth. They hate Orcs and Wargs, though if dominated by a superior power (such as the Wizard Saruman) they may be forced into an unhappy alliance with them, as in the case of the “Wildmen” Dunlendings in the mountains around the Wizards Vale. Restrictions on Professions: Dunlendings produce no true Mages, but their Druids will wield magic’s of the nature realm. Bards and Warriors are more common that amongst more ‘civilised’ races of Middle men.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Dunlendings have ready access to steel and iron weapons. A player character can be expected to begin the game with: •

Either a dagger, broadsword, hand axe, short spear, or make shift farming implements such as a club, pitchfork or quarterstaff; and

• A throwing dagger, self-bow or sling. Armour: A player character can be expected to begin the game with soft leather or no armour at all. No helm. They can have a shield like a Target, Buckler, Round, Large Round or Full Shield. If the soft leather armour is chosen, it is a sleeved Hauberk of soft leather that covers their abdomen, chest and arms. Some elite warriors prefer to even fight naked. Clothing: Males: woollen or hide breeches or kilt coloured in a vibrant plaid (colour variety: forest green, scarlet, royal blue, white, yellow, dark blue, orange, red, purple, etc.). Tunic made of wool or hide. Short woollen jacket or cape worn over one shoulder (in the case of a kilt, the material also will wrap over the shoulder and around the waist). Stout leather belt; decorative metal torque around the neck (made of gold or silver); hide leggings; soft leather footgear permitting superb manoeuvring in rough terrain; fur over-coat; hair worn in a braid or many small braids or bleached with a lime wash causing it to clump in spikes standing away from the scalp like a fistful of daggers. Females: linen or wool shirt (usually white or cream); full woollen skirt (of similar

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vibrant stripes or plaid to that of males); woollen bodice (sometimes a solid colour); woollen jacket or cape worn over one shoulder; soft leather footgear or stout boots; fur over-coat and hat; hair worn long, usually in multiple braids which are then woven together to form elaborate buns or twists. Money: In addition to any coinage derived from the Background Social Status below, the character may possess livestock which may be sold for additional coinage: a milk cow (20 sp), a pair of sheep (10 sp each), a pair of highland cattle (10 sp each), or ten geese (2 sp each).

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Dunlending D100 Background Money 01 - 10 Farmer 1D100 Silver pieces 11 - 40 Herder 1D100 Silver pieces 41 - 60 Villager 1D100 Silver pieces 61 - 70 Crafter Smith/Jeweller etc 3D100 Silver pieces 71 - 84 Warrior 2D100 Silver pieces 85 - 90 Bard 2D100 Silver pieces 91 - 95 Druid 2D100 Silver pieces 96 - 99 Chieftains Bodyguard 3D100 Silver pieces @ 100 Chieftain’s Child D100x4 Silver pieces @ The child of a Chieftain will not always be the next in line to be Chieftain, for the Dunlendings seek one who possesses strength as well as wisdom for their leaders. The son’s of the Chieftain will be expected to join the Bodyguard (which comprises the closest relatives and trusted friends of the Chieftain). Daughters will often be married off to the sons of neighbouring Chieftains in order to maintain strong ties between the Clans and the Tribe.

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ERIADORIANS

Strike Percent Rank age @ Broad Sword 8 45% @ Hand Axe 8 45% @ Self Bow 5 45% @ Round Shield 5 50% @ Percentages are for NPC’s only. Weapon

This is a generalised label for the rural folk of Eriador, the Common Men inhabiting the lands that once comprised the kingdom of Arnor. Eriadorians contain varying degrees of Dunlending, Northman, and sometimes Dúnedain blood. They bear close resemblance to the rural inhabitants of Gondor, save that many rural Gondorians possess some diluted Harnadan lineage. However, the material presented below applies equally well to the rural folk of both Eriador and Gondor (see also the entry under Gondorians below). Gamemasters note: Use this category for mannish characters born and raised among the farms, grazing lands, and small hamlets of Arthedain, Rhudaur, Cardolan, and who are not of Dúnedain descent. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+6 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 MOVE: 10 10-11 HIT POINTS: 12 13 Damage Bonus: none 13 10-11 10-11 10-11 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: They will generally wear leather armour as few can afford more protective types of armour. However they will wear the best armour available to them

Damage 1D8+1+db bleed 1D6+1+db bleed 1D6+1+½db imp 1D4+db knockb

Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 50%, Bargain 75%, Brawl 50%, Craft (various) 55%, Dodge 50%, First Aid 60%, Grapple 55%, Knowledge (Eriadorian History) 55%, Language (Westron) 100%, Listen 65%, Perform (instrument or singing) 50%, Spot 55%, Stealth 55%, Throw 75%.

Racial Traits: All Eriadorians share the following racial traits in common. Whether being played by player characters or used as NPC’s, Eriadorians gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

PHYSICAL CHARACTER Build: All types, but normally medium. Men average 72 kg (160 pounds); women 57 kg (125 pounds). Colouring: Variations of fair to tan or olive skin. All colours of hair and eyes. Endurance: Average. Height: Males average 1.75 m (5’10”), women 1.60 m (5’4”). Lifespan: Moderate, averaging 60-80 years. Resistance: Normal

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CULTURE Clothing & Decorations: Practical wool and linen garb, including cloaks, boots, etc. Tunics are worn in warmer areas; shirts belted over pants or skirts and leggings predominate in cooler locales. Fears and Inabilities: None, aside from local superstitions. Lifestyle: These rural folk are mostly farmers and herders with little contact areas outside their village or region. Marriage Pattern: Monogamous. The line is traced through either the male or female. Religion: Variations of subdued rituals celebrated mostly around festivals and feasts that celebrate the changes in the seasons and the gift of life given by Eru. The principle worship focuses on Eru with reverence given to the Valar. Araw (the Vala Oromë) as the patron of the Common Men. As farmers, the Vala Yavanna is the patron for the harvest and is also honoured for her aid during the harvests.

OTHER FACTORS Demeanour: Practical, hard working, quiet, loyal, and often shy. Languages: the common speech, Westron, is their chief tongue, although local dialects and accents abound. Eriadorian Player Characters begin the game knowing Westron at their INT x5 as a percentage. Prejudices: Eriadorians are suspicious of most outsiders and might be in awe of some. They hate no race, aside from the Orcs and Wargs. Restrictions on Professions: Eriadorians produce no true Mages. Bards and Rangers are exceedingly rare.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS

linen skirt; boots; short wool cape. Cool local – linen shirt under a woollen tunic; wide leather belt; woollen breeches or full woollen skirt over wool leggings; boots; long, hooded, wool cloak. Linens are undyed, unbleached soft white. Woollens are subdued green, grey, or brown. Money: In addition to any coinage derived from the Background Social Status below, the character may possess livestock which may be sold for additional coinage: a milk cow (20 sp), a pair of sheep (10 sp each), four goats (5 sp each), or ten geese (2 sp each).

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Eriadorians D100 Background Money 01 - 10 Peasant Farmer/Serf 1D100 Copper pieces 11 - 40 Farmer 1D100 Silver pieces 41 - 60 Villager 1D100 Silver pieces 61 - 70 Herder 1D100 Silver pieces 71 - 84 Village Merchant 2D100 Silver pieces 85 - 90 Travelling Minstrels 1D100 Silver pieces 91 - 95 Travelling Merchant 2D100 Silver pieces 96 - 99 Militia 1D100 Silver pieces D100x10 Silver @ 100 Local Lord’s child pieces yearly @ The stipend from the local Lord will cease after the characters 21st birthday. The character must return to a specific location each year to obtain the money. Such a location is generally the family Manor or castle. The location of this spot will be determined by the Game Master. Uncollected monies do not accrue interest.

Weapons: Eriadorians have ready access to steel and iron weapons. A player character can be expected to begin the game with: •

Either a dagger, hand axe, club, or quarterstaff; and

• A throwing dagger, self-bow or sling. Armour: A player character can be expected to begin the game with soft leather or no armour at all. No helm or shield. If the soft leather armour is chosen, it is a sleeved Hauberk of soft leather that covers their abdomen, chest and arms. Clothing: Warm local – knee-length linen tunic and wide leather belt or short tunic belted over a full, e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.64


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GONDORIANS

or singing) 65%, Speak Dúnedain 80%, Spot 55%, Stealth 55%, Throw 75%.

The town folk of Gondor are representative of all Common Men dwelling in cities of northwestern Middle-earth. The information summarised below applies to the ordinary residents of Calembel, Dol Amroth, Linhir, Pelargir, Osgiliath, and Minas Tirith. Arnorians, people of Annúminas, Fornost, Bree, and Tharbad also fit this description. These folk contain varying degrees of Harnadan, Dunlending, Northman, and Dúnadan blood.

Racial Traits: All Gondorians share the following racial traits in common. Whether being played by player characters or used as NPC’s, Gondorians gain access to the following innate abilities.

Gamemasters note: Use this category for characters who are not of pure Dúnadan blood, but are born and raised in any of the major cities of Arthedain, Cardolan, or Gondor. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+6 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 MOVE: 10 10-11 HIT POINTS: 12 13 Damage Bonus: none 13 10-11 10-11 10-11 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

NOTE: armour points will vary dependent upon the armour worn. They will generally wear metal armour over leather. Strike Percent Rank age @ Sword, Long 7 75% @ Spear, Long 6 70% @ Dagger 8 65% @ Long Bow 5 70% @ Kite Shield 8 50% @ Percentages are for NPC’s only. Weapon

Damage 1D8+db bleed 1D10+1+db imp 1D4+db imp 1D8+1+½db imp 1D4+db knockb

Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 70%, Bargain 75%, Craft (various) 75%, Dodge 50%, First Aid 70%, Grapple 55%, Knowledge (Gondorian History) 80%, Language (Westron) 100%, Listen 65%, Perform (instrument e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.65


John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

PHYSICAL CHARACTER Build: All types, but normally medium. Men average 77 kg (155 pounds); women 63 kg (125 pounds). Colouring: Variations of fair to tan or olive skin. All colours of hair and eyes. Endurance: Average. Height: Males average 1.75 m (5’10”), women 1.60 m (5’4”). Lifespan: Moderate, averaging 65-85 years. Resistance: Normal

CULTURE Clothing & Decorations: Various types of elaborate or practical wool and linen garb, including cloaks, boots, etc. Tunics are worn in warmer areas; shirts and pants or leggings are worn in cooler locales. Some imported silks and fine cottons are in evidence. Fears and Inabilities: None, aside from local superstitions. Lifestyle: Urban folk are a varied, rather cosmopolitan lot. Many are from mercantile or guild backgrounds and some have dealt with enchantments. Marriage Pattern: Monogamous. The line is traced through either the male or female. Religion: Variations of subdued rituals and some organised cults and shrines. Most have reverence for local or community spirits, although the principle worship focuses on Eru and the Valar. Araw (the Vala Oromë) is the patron spirit of the Common Men. Many of the elite also take Varda as their patron. People from the port towns and cities have taken both Varda and Manwë as their patron spirits.

OTHER FACTORS Demeanour: Practical, aggressive, hard working, and inquisitive. Languages: Starting Languages – the common speech, Westron, is their chief tongue, although local dialects and accents abound. Gondorian Player Characters begin the game knowing Speak Own Language at a flat 70% (do not add the characters Communication Skill Bonus). Skill Development - Gondorians also have the opportunity to learn to speak Adûnaic, Haradaic, and/or Sindarin. A player must chose the desired tongue at the cost of one their free skill pick for each language learnt. This is done during their character development phase. If the player passes on this opportunity, the character

forfeits the right to learn these languages for free. If these languages are chosen, the character learns the language at a starting skill of Adûnaic (55%), Haradaic (45%), and Sindarin (50%). Prejudices: Urban folk are cosmopolitan enough to deal with most outsiders. They hate no race, aside from the Orcs and Wargs. Restrictions on Professions: None. Although Mages, Bards and Rangers are rather rare, particularly outside of the largest cities.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Gondorians have ready access to steal and iron weapons. A player character can be expected to begin the game with: •

Any one of the following: battle-axe, broadsword, long sword, great sword, bastard sword, rapier, cutlass, foil, dagger, mace, morning star, halberd, spear (1H or 2H), hand axe, club, or quarterstaff; and

• A composite bow, or a long bow, or a javelin. Armour: A player character can be expected to begin the game with a sleeved Hauberk of rigid leather to cover their abdomen, chest and arms. No helm or shield. Inhabitants of larger cities (Minas Tirith, Tharbad, Fornost etc) have more reliable access to chain and plate mail than do those in towns or small cities. They may use any monies they possess (outlined below) to purchase such armour before their adventuring begins. Clothing: Warm local – knee-length tunic (linen, fine cotton, or silk, often finely embroidered) and wide leather belt or short tunic belted over a full skirt (linen, fine cotton, or silk); boots; short wool cape. Cool local such as in the White Mountains – shirt (linen or silk) under a tunic (wool or silk); leather belt; woollen breeches or full woollen skirt (wool or silk over a wool petticoat) over wool or silk leggings; boots; long, hooded, wool cloak. Colours depend on the wealth of the wearer. Poorer folk wear linens on undyed, unbleached soft white and woollens of a subdued green, grey, or brown. Wealthier individuals display snow-white linens and woollens and silks tinted with expensive dyes – maroon, purple, forest green, deep brown, indigo. Money: In addition to any coinage derived from the Background Social Status below, the character posses 20 silver pieces of Gondorian or Arnorian mint.

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BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the relevant table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Gondorian D100 Background Money 01 - 20 Merchant 4D100 Silver pieces 21 - 40 Merchant Sailor 4D100 Silver pieces 41 - 69 Soldier (Gondorian Army) 2D100 Silver pieces 70 - 79 Sailor (Gondorian Navy) 2D100 Silver pieces 80 - 87 Crafter (any craft) 3D100 Silver pieces 88 - 90 Musician (Bard) 2D100 Silver pieces 91 - 95 Scholar (Lore-master) 3D100 Silver pieces 96 - 99 Astronomer 3D100 Silver pieces 100 Courtier (Politician) 4D100 Silver pieces

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LOSSOTH

(sing. Lossadan) The Lossoth live in and around the Ice Bay

of Forochel and the icy tundra of the Forodwaith in the Far North of north western Middle-earth. They have also been known to venture into the Northern Wastes to hunt briefly, but they are primarily located throughout Forochel and the Forodwaith. As such, the mannish races further south will oft refer to the Lossoth as “Snowmen” or “the Forodwaith” and none now remember if the land of Forodwaith was named after the Lossoth or if it was the other way around. The name Lossoth is known to be a Greyelven word meaning 'snow-people' however the Lossoth call themselves the Lumi-väki. The Lossoth are wary, if not outright suspicious, of foreigners and they refer to all other non-Lossoth (and nonUmli) as the etalävieras. However, once an outsider has proven their worth the Lossoth are some of the most kind and hospitable races of the Free-peoples welcoming such outsiders as brothers and no longer as etalävieras. They are a sparsely settled, nomadic folk who move about with the seasons following the migration of the herds they primarily rely on for food and clothing. The Lossoth have rare interactions with the races of the south but are known to be on good terms with the Umli who frequent the Forodwaith and the Northern Wastes. Indeed the Lossoth and the Umli are related, for Sinuphel a maiden of Men and mother to the Umli race, was a Lossoth. Many Lossoth communities will have Umli smiths in regular attendance and the Lossoth will often hunt game for Umli miners in exchange for well forged works of metal. Both races remain independent however and do not intermarry. In times of travail in the north however, both races can be counted upon to do their utmost to provide protection for each other, for many are the servants of the Enemy in the North.

Gamemasters note: The Lossoth are a nomadic people with no large permanent settlements. However, smaller permanent villages are best known to be found in and around the Ice Bay of Forochel where game is plentiful year round. Characteristic Roll STR CON SIZ INT POW DEX

3D6 3D6 2D6+3 2D6+6 3D6 3D6

Average 10-11 MOVE: 10 10-11 HIT POINTS: 11 10 Damage Bonus: none 13 10-11 10-11

APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

10-11 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: armour points will vary dependent upon the armour worn. They will generally wear thick furs and leather hides made from tanned seal skins. This armour amounts to 2pts of protection. Strike Percent Rank age @ Club, light 7 75% @ Spear, short 7 70% @ Dagger 8 65% @ Blowgun 1/CR 70% @ Percentages are for NPC’s only. Weapon

Damage 1D6+db crush 1D6+1+db imp 1D4+db imp 1D3+db imp

Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Bargain 75%, Craft (various) 75%, Dodge 50%, First Aid 70%, Grapple 55%, Knowledge (Nature) 80%, Language (Labba) 100%, Listen 65%, Perform (instrument or singing) 65%, Speak Westron 50%, Spot 55%, Stealth 55%, Throw 75%.

Racial Traits: All Lossoth share the following racial traits in common. Whether being played by player characters or used as NPC’s, Lossoth gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

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PHYSICAL CHARACTER Build: Stocky and short of stature. They have wide facial features. Men average 77 kg (155 pounds); women 63 kg (125 pounds). Colouring: They are of slightly tanned complexion. They show a variety of hair colours from white to reddish to black, though most are of the darker hair colouration. They have piercingly pale blue eyes. Endurance: They are extremely rugged and hardy people travelling great distances and enduring the freezing temperatures of the north far better than other races. Height: Males average 1.67 m (5’5”), women 1.60 m (5’3”). Lifespan: Moderate, averaging 65-85 years. Resistance: Due to being well adapted to their harsh environment they receive a bonus of +10% to the die roll when undertaking any Stamina rolls to resist weariness or the effects of cold for any reason.

reindeer and hunt the wild game of the tundra. The Lossoth are skilled hunters and employ hunting dogs with great efficiency, treating their dogs almost like family members. They can transport their goods over long distances using reindeer or dog pulled sled’s and each family will have at least two such sleds available to them. Lossoth make few permanent settlements and tend to live in extended families. The permanent settlements they have are used as trade centres and are located on the shores of the Ice Bay of Forochel where year-round fishing and hunting are plentiful. Their dead are often buried in caves or in specially carved out icebergs that float within the Ice Bay of Forochel. Such places are highly sacred to the Lossoth. Marriage Pattern: Monogamous. The line is traced through either the male or female. Religion: Dance and story-telling make up the rituals and ceremonies of the Lossoth. The principle worship focuses on Eru and reverence is given to Araw (the Vala Oromë) as both the patron spirit of the Common Men and as the Hunter. Indeed there are many tales amongst the Lossoth of the Vala Oromë aiding them in times of need, both in the hunt and when the fell creatures of the north have invaded their lands in force.

CULTURE Clothing & Decorations: Furs and leathers taken from sea-mammal hides or from bears, sabretoothed cats and mammoths are used to make almost all clothing. Such clothing will comprise a hooded jacket, long trousers, knee-high boots and elbow length gloves. Undergarments are usually made of spun fabric. Clothing is often a dull tan or white in colour, though they will possess a patterned, colourfully dyed coat made of fabric and lined with fur, for ceremonial use. Outer decorative garb consists of ivory and colourful beads. Fears and Inabilities: The Lossoth have many local superstitions, however they rightly fear the ill, icy winds that come from the north. For from the north come many of their enemies, such as the Ice Trolls. During the dark months of the year, they will travel rarely and stick close to the herds as they migrate southwards for the remaining tundra pastures. The darkness brings danger in the Far North and the evil creatures of the Darkness roam freely about under the canopy of winter’s perpetual night. They also fear the Northern Lights, thinking them to be the work of great sorceries of the Elves. Lifestyle: The Lossoth are nomadic hunter/gatherers and family, clan and tribe means everything to them. Many are fisherfolk, employing light but steady kayak-style boats called “meriki” in their own tongue. Most herd

OTHER FACTORS Demeanour: Generous, quiet, slow-paced, reserved, and shy – but fearless and persevering. Languages: Their native tongue is Labba with various dialects amongst the various tribes. The chief trade language with outsiders is the common speech, Westron. Lossoth Player Characters begin the game knowing Speak Own Language at their INT x5 as a percentage, and Speak Westron at their INT x3 as a percentage. Prejudices: They are slow to trust outsiders, but once trust is earned, they give their total trust to those worthy of it. They hate all creatures of Darkness: Orcs, Wargs, Snow-trolls, Dragons etc. Restrictions on Professions: None. Although Mages, are rather unheard of and formalised professions are not known amongst the Lossoth. Instead, the Lossoth hunter/gatherer lifestyle teaches them many skills in-common with the well know professions of other races.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS

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Weapons: Lossoth employ weapons of bone, ivory and wood. Weapons blades are generally made of steel, though some weapons are made of flint. Steel is usually gained through trade with the Umli. A player character can be expected to begin the game with: •

51 - 79 Hunter/Gatherer 80 - 94 Bard 95 - 00 Chieftains family

have additional goods available for trade worth 1D100 silver pieces

Any one of the following: dagger, spear (1H or 2H), hand axe, club, or quarterstaff; and

A composite bow (made of ivory), blowgun, or a javelin. Armour: A player character can be expected to begin the game with normal clothing made from leather and hide that acts as Hide or Soft Leather (for 1 point of armour) or Hard Leather (for 2 points of armour). Clothing: Soft, suede tunic decorated with beadwork; soft, suede pants also boasting beadwork; females wear a beaded suede skirt over plainer pants; soft, leather moccasins; heavy, fur-lined leather or wool coat trimmed with designs embroidered using animal hair, fringed leather, and beadwork; heavy, fur-lined leather outer pants; animal (snow hare, snow fox, rodent) pelt pouch (sometimes skinned so that the animal’s mouth serves as the opening) on a leather thong or strap worn over the shoulder; thick, fur-lined outer boots; heavy elbow-length, fur-lined mittens attached at the wrist to a cord which passes through the sleeves and body of the coat, preventing the loss of a mitten; conical, fur-lined hood with elaborately beaded, fringed, and embroidered exterior surface. Money: Goods which may be bartered or sold for coinage: a skin of spermaceti (important ingredient in ointments and candles) worth 20 silver pieces; 7 leaves of Darsurion (a leaf that heals 1D6 hit points when properly prepared), worth 3 silver pieces each; moose, elk or other animal pelts worth 60 silver pieces to a trader from the lover latitudes. •

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the relevant table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Lossoth D100 Background Money 01 - 10 Sharman In addition to the 21 - 40 Herder Money sub-heading above, a Lossoth will 41 - 50 Fisherman e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.70


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NORTHMAN

including in the Anduin Vales where many of the larger Northman centres became entirely deserted.

Since the migrations of the First Age the hardy race of the Northman have made their presence felt in the vales of the upper Anduin. Sharing a common origin with the Houses of the Edain, and thus with the empire building Numenoreans and Dúnadan, these men of the Anduin Vales have fended off the lures of organised society and remained close to nature, cherishing their independence and agrarian lifestyle. In the language of the Sindar Elves, they are known as the Nenedain (singular Nenadan) and the Dúnadan consider the Northman to be ranked as “Middle Peoples,” i.e. neither being barbarous nor fully civilised. The Dúnadan deem them worthy of respect for their courage and prowess in arms and for their works of art and song, and for their prowess on horseback. These Men of the Anduin Vales represent a culture much diminished by the end of the Third Age, for many had migrated either to the land of Rohan, or the land of Dale, by the time of the War of the Ring. Yet in the early to mid Third Age their culture and numbers thrived. They are distantly related the Beornings and Woodman, with more closer ties to the other two Northman cultures: the Men of the Long Lake and Dale, and the seminomadic Northmen further to the southeast from which later arise the Rohirrim. Originally a small and isolated folk, the Nenedain population swelled during the midSecond Age as kindred refugees from Eriador, who had already experienced contact with the advanced Numenoreans, fled over the Misty Mountains to escape the Dark Lords ravaging armies. Over the following millennia the various Northman groups of Rhovanion dispersed over a wide area, but remained linked via a common cultural and belief system. Nenedain society remained largely unaltered for thousands of years, however its most significant changes have occurred in the several centuries leading up to the close of the Third Age. The cause of the change was the rise in influence and commercial power of Gondor. As Gondor’s power spread, it encouraged a fragile political unity in the Anduin Vales as well as bringing relative peace to the land and raising the standards of living for the Northman. The Northman remained true to their traditions, remaining a mostly scattered rural folk. Under the influence of Gondor the Northman established a few strongholds and larger villages that became centres of trade, primarily along the Anduin. These centres thrived until the Great Plague devastating the populations of Middle-earth,

The Northman are on good to tolerable terms with most of their neighbours. Best of all are relations with the Dúnadan of Gondor, but as the South Kingdom’s power receded in the wake of civil strife and the Plague, the Northman were once again isolated and suffered under various pillages from Orc’s and Easterlings. The Northman have always had good dealings with the Elves of Mirkwood, whom they hold in awe for their magic and woodland lore. The Northman and Hillmen of Rhudaur have often come into conflict over land, holding a grudging respect for one another regarding each other as worthy warriors and adversaries. The Northman hate Orcs whom have been the plunderers of their herds and ravagers of their homesteads for as long as the Northman can remember.

Gamemasters note: Use this category for mannish characters born and raised among the farms, grazing lands, and small hamlets of the vales and upper reaches of the Anduin Valley. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+6 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 MOVE: 10 10-11 HIT POINTS: 12 13 Damage Bonus: none 13 10-11 10-11 10-11 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: They will generally wear leather armour as few can afford more protective types of armour. However they will wear the best armour available to them Strike Percent Rank age @ Broad Sword 8 75% @ Battle Axe 8 75% @ Short Spear 8 55% @ Comp. Bow 5 75% @ Round Shield 5 55% @ Percentages are for NPC’s only. Weapon

Damage 1D8+1+db bleed 1D8+2+db bleed 1D6+1+db imp 1D8+1+½db imp 1D4+db knockb

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Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 50%, Bargain 75%, Brawl 70%, Craft (various) 55%, Dodge 50%, First Aid 60%, Grapple 55%, Language (Nenedain) 100%, Language (Westron) 90%, Listen 65%, Perform (instrument or singing) 50%, Ride 60%, Spot 55%, Stealth 55%, Throw 75%.

Racial Traits: All Nenedain share the following racial traits in common. Whether being played by player characters or used as NPC’s, Nenedain gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

PHYSICAL CHARACTER Build: Average to stocky and strong. Men average 86 kg (190 pounds); women 59 kg (130 pounds). Colouring: Blond or sometimes red or brown haired, with fair skin and blue eyes. Males will often grow full beards. Endurance: Average. Height: Males average 1.86 m (6’1”), women 1.67 m (5’5”). Lifespan: Moderate, averaging 60-85 years. Resistance: Normal

and carry colourful round shields bearing heraldic symbols. Fears and Inabilities: None, although they are usually suspicious of those who are capable of magic. Lifestyle: Most are farmers growing the various grains, or raising the livestock, that feed their people. Northman are accomplished hunters and fisherman. There are few towns in Anduin Vales and most Northman live in small villages dotted amongst the foothills of the mountains, or the lowlands of the Anduin Valley. Marriage Pattern: Monogamous. The line is traced through the male. Religion: Somewhat formal. Rituals are based around the cycle of the seasons and celebrate life and the bounty of Eru. Rituals are usually held in the foothills of the Anduin Vales. They celebrate festivals and feasts that celebrate the changes in the seasons and the gift of life given by Eru. The principle worship focuses on Eru with reverence given to the Valar. Araw (the Vala Oromë) as the patron of the Common Men.

OTHER FACTORS Demeanour: Practical, rugged, straightforward and somewhat raucous and loud. They enjoy song, feasting, celebration, physical games and battle. Languages: they mostly speak their native tongue of Nenedain. However the common speech, Westron, is becoming more widely spoken amongst the Northman, due to trade with the Elves, Beornings and Woodmen of Mirkwood and also with the Dorwinrim of Rhovanion. Nenadan Player Characters begin the game knowing both Westron and Nenedain at their INT x5 as a percentage. Prejudices: The Northman are close allies with the Elves, Beornings and Woodmen of Mirkwood and also with the Dorwinrim of Rhovanion. They hold a kindred tie to the Rohirrim and are on friendly terms with Gondor. They hate Orcs, Wargs, Trolls, Dragons and Easterlings, all of whom have been grave threats to the Northman across the Ages. Restrictions on Professions: None, although the Nenadan produce no true Mages and are distrustful and fearful of those who do magic.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS

CULTURE Clothing & Decorations: Linen and/or woollen tunics, medium length pants and leggings. Warriors commonly wear chain mail or leather

Weapons: Northman have ready access to steel weapons. A player character can be expected to begin the game with:

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Either a dagger, broadsword, battle axe, short spear; and

• A throwing dagger, composite bow. Armour: A player character can be expected to begin the game with soft leather under chain armour, possess either a light or a heavy helmet, and a large round shield. Chain armour is a sleeved Hauberk that covers the abdomen, chest and arms and upper part of the legs (all the leg hit location is considered to be covered by the hauberk). Leather armour covers the same hit locations. Clothing: Males – long-sleeved cotton shirt (dark grey, red, yellow or blue); wool jerkin (maroon, brown, grey, blue) falling to the mid-thigh, embroidered bands at its hem and neck; wool trousers wrapped with linen strips around the calves to keep the fabric snug; high boots or shoes; woollen cloak or surcoat (charcoal grey, dark blue, forest green, black). Females – wear low shoes and cotton or woollen gowns (white or pale grey, green, olive or earthen colours are favoured) with simple, form-fitting lines and extensive embroidery on the sleeves, shoulders, skirt hem, bodice, and about the neck; their outer capes are also richly embroidered and usually bright blue or light green. Money: In addition to any coinage derived from the Background Social Status below, the character may possess 200 silver pieces of Gondorian mint or Dale mint (equivalent in value to Gondor’s silver piece).

one who possesses strength as well as wisdom for their leaders. The son’s of the Chieftain will be expected to join the Bodyguard (which comprises the closest relatives and trusted friends of the Chieftain). Daughters will often be married off to the sons of neighbouring Chieftains in order to maintain strong ties between the Nenedain.

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Northman D100 Background Money 01 - 20 Farmer 1D100 Silver pieces 21 - 40 Herder 1D100 Silver pieces 41 - 60 Villager 1D100 Silver pieces 61 - 70 Crafter Smith/Jeweller etc 3D100 Silver pieces 71 - 84 Trader 3D100 Silver pieces 85 - 90 Bard 2D100 Silver pieces 91 - 95 Healer 2D100 Silver pieces 96 - 99 Chieftains Bodyguard 2D100 Silver pieces @ 100 Chieftain’s Child D100x4 Silver pieces @ The child of a Chieftain will not always be the next in line to be Chieftain, for the Northman seek e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Free Peoples – page.73


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@ 1D4+db knockb Round Shield 5 55% Percentages are for NPC’s only.

ROHIRRIM

@

(sing. Rohir) The Rohirrim (Sindar for “Masters of

Horses”) are the Northmen of Rohan and have a complex ancestry. At the request of Cirion, the Steward of Gondor, these Northman settled in Rohan (a region of Gondor then called Calenardhon) around T.A. 2510. This grant from Cirion was a reward for the Northman’s aid in defeating the Easterling Balchoth in T.A. 2510. Between T.A. 1977 and 2510, the ancestors of the Rohirrim, called the Éothéod, lived in the northern Anduin Valley, between the Old Ford and the Gladden Fields (S. “Loeg Ningloren”). Prior to T.A. 1857 they were called the Éothraim of Rhovanion and lived south and east of Mirkwood. The Rohirrim refer to Rohan as the “Riddermark” and its seat of power is in the Golden Hall of Meduseld in the city of Edoras where the King of the Riddermark resides.

Gamemasters note: Use this category for mannish characters born and raised among the farms, grazing lands, and small hamlets of Rohan and in the city of Edoras.

Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+6 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 MOVE: 10 10-11 HIT POINTS: 12 13 Damage Bonus: none 13 10-11 10-11 10-11 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: They will generally wear leather under chainmail armour. Armour is designed for fighting on horseback. Weapon Broad Sword Battle Axe Short Spear Comp. Bow

Strike Rank 8 8 8 5

Percent age @ 75% @ 75% @ 55% @ 75%

Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Appraise 50%, Bargain 75%, Brawl 50%, Craft (various) 55%, Dodge 50%, First Aid 60%, Grapple 55%, Language (Rohir) 100%, Language (Westron) 100%, Listen 65%, Perform (instrument or singing) 50%, Ride 80%, Spot 55%, Stealth 55%, Throw 75%.

Racial Traits: All Rohirrim share the following racial traits in common. Whether being played by player characters or used as NPC’s, Rohirrim gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

PHYSICAL CHARACTER Build: Average to stocky and strong. Men average 86 kg (190 pounds); women 59 kg (130 pounds). Colouring: Blond, with fair skin and blue eyes. Males will often grow full beards. Endurance: Average, however they are so adapted to life in the saddle that by the time they reach adulthood they can ride for as long as their mounts can endure running. Height: Males average 1.86 m (6’1”), women 1.67 m (5’5”). Lifespan: Moderate, averaging 60-85 years. Resistance: Normal

Damage 1D8+1+db bleed 1D8+2+db bleed 1D6+1+db imp 1D8+1+½db imp

CULTURE Clothing & Decorations: Linen and/or woollen shirts, medium length pants and leggings.

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Warriors commonly wear chain or scale mail and carry shields bearing the symbol of their folk, a white horse on a green field. Fears and Inabilities: None, although they distrust those who are capable of magic, such as the Elves. Lifestyle: Most are herders and horse-masters who will spend much of their year living in various semi-permanent camps set out on a circuit of pastures before returning to their permanent homes for the winter. Others are farmers growing the various grains that feed their people and that the Rohirrim export in sale to Gondor. Most Rohirrim are accomplished hunters and fisherman. There are few towns in Rohan and only the one city of Edoras, as most Rohirrim live in small villages, and then only during the winter months. Marriage Pattern: Monogamous. The line is traced through the male. Religion: Somewhat formal. Rituals are based around the cycle of the seasons and celebrate life and the bounty of Eru. Rituals are usually held in the open grassy fields of Rohan. They celebrate festivals and feasts that celebrate the changes in the seasons and the gift of life given by Eru. The principle worship focuses on Eru with reverence given to the Valar. Araw (the Vala Oromë) as the patron of the Common Men.

OTHER FACTORS Demeanour: Practical, rugged, straightforward and somewhat raucous and loud. They enjoy song, feasting, celebration, physical games and battle. Languages: they mostly speak the common speech, Westron, as their chief tongue, although they still regularly speak their native tongue of Rohirric (a dialect of the older Eothrik tongue of Rhovanion). Rohirrim Player Characters begin the game knowing both Westron and Rohirric at their INT x5 as a percentage. Prejudices: The Rohirrim are close allies with Gondor. However they distrust and are belligerent toward Dunlendings, with whom they have fought many battles, for the Rohirrim displaced many Dunlendings when they settled in Rohan. They consider the Woses to be lesser beings and look down on them and even hunt them. They hate Orcs, Wargs, and Easterlings. Restrictions on Professions: None, although the Rohirrim produce no true Mages and are distrustful and fearful of those who do magic.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Rohirrim have ready access to steel weapons. A player character can be expected to begin the game with: •

Either a dagger, broadsword, battle axe, short spear; and

• A throwing dagger, composite bow. Armour: A player character can be expected to begin the game with soft leather under chain or scale armour, possess either a light or a heavy helmet, and a large round shield. Chain or scale armour is a sleeved Hauberk that covers the abdomen, chest and arms and upper part of the legs (all the leg hit location is considered to be covered by the hauberk). Leather armour covers the same hit locations. Clothing: Males – long-sleeved cotton shirt (dark grey, red, yellow or blue); wool jerkin (maroon, brown, grey, blue) falling to the mid-thigh, embroidered bands at its hem and neck; wool trousers wrapped with linen strips around the calves to keep the fabric snug; high boots or shoes; woollen cloak or surcoat (charcoal grey, dark blue, forest green, black). Females – wear the shirt, jerkin, trousers, and boots typical of male garb when they ride, preferring lighter hues (pale grey, sky blue, sea green) and more ornate embroidery; at home they don low shoes and cotton or woollen gowns (white or pale grey favoured) with simple, form-fitting lines and extensive embroidery on the sleeves, shoulders, skirt hem, bodice, and about the neck; their outer capes are also richly embroidered and usually bright blue or light green. Other Gear – since most Rohirrim spend the summer away from their homes, travelling with their horses and herds, every adult has at least one small tent, a bedroll and a mess kit. Money: In addition to any coinage derived from the Background Social Status below, the character may possess 200 silver pieces of Gondorian mint or rarer celebratory Rohirric pening (equivalent in value to Gondor’s silver piece).

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BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Rohirrim D100 Background Money 01 - 40 Farmer 1D100 Silver pieces 41 - 77 Herder 1D100 Silver pieces 78 - 80 Crafter 2D100 Silver pieces 81 - 84 Travelling Minstrels 1D100 Silver pieces 85 - 90 Travelling Merchant 2D100 Silver pieces 91 - 99 Royal Guard* 1D100 Silver pieces D100x5 Silver pieces @ 00 Child of a Nobel yearly @ The stipend from the Nobel will cease after the characters 21st birthday. The character must return to a specific location each year to obtain the money. Such a location is generally the family village or Edoras. The location of this spot will be determined by the Game Master. Uncollected monies do not accrue interest. * The Royal Guard are the standing army and police of Rohan. All Rohirrim will take arms during times of war, but the Guard are the standing army, ready to act in times of need.

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NOTE: They will generally wear leather armour as few can afford, or have access to, more protective types of armour. Only their Chieftains will wear the better armour, such as chain mail.

WOODMEN OF RHOVANION

Strike Percent Rank age @ Broad Sword 8 55% @ Battle Axe 8 55% @ Short Spear 8 55% @ Comp. Bow 5 55% @ Round Shield 5 55% @ Percentages are for NPC’s only. Weapon

The Woodman have long dwelt in the great forest of Mirkwood in Rhovanion. They are a loose tribe of hunter/gatherers who live in or below the trees as extended families, bands, or clans. They practice subsistence farming and are excellent crafters in wood and are skilled in the use of herbs. The Woodmen hale from Northman stock and took to living in the trees during the First Age. There they found protection them from the threats posed by the creatures of Shadow that had hunted the Second Born since their creation. Over time, the Woodmen became a distinct group from the Northmen Clans, but still retain the characteristics and traits that show their Northman origin. Most Woodmen still live in the trees in especially built tree houses that sit at least three to five metres above ground level. These houses are linked together with rope bridges that facilitate the above ground movement from house to house. Entire Woodman villages are constructed in the trees. These villages are well protected and provide much greater defence to the Woodman population than their ground dwellings provide. The few Woodman dwellings that appear on the ground are always surrounded by a wooden stockade that encompasses the Woodmen gardens that are used to grow herbs and the small amount of crops that they raise. Stockades also surround sites where the Woodman mine for the metals they use.

Gamemasters note: Use this category for mannish characters born and raised among the eves and within the great forest of Mirkwood in Rhovanion. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+6 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 MOVE: 10 10-11 HIT POINTS: 12 13 Damage Bonus: none 13 10-11 10-11 10-11 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

Damage 1D8+1+db bleed 1D8+2+db bleed 1D6+1+db imp 1D8+1+½db imp 1D4+db knockb

Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Acrobatics 70%, Bargain 75%, Brawl 40%, Climb 80%, Craft (various) 55%, Dodge 70%, First Aid 70%, Grapple 65%, Jump 80%, Language (Nahaiduk) 100%, Language (Westron) 90%, Listen 65%, Perform (instrument or singing) 50%, Spot 85%, Stealth 85%, Throw 85%.

Racial Traits: All Woodmen share the following racial traits in common. Whether being played by player characters or used as NPC’s, Woodmen gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison.

PHYSICAL CHARACTER Build: Average to stocky, with strong but angular features. Men average 88 kg (195 pounds); women 61 kg (135 pounds). Colouring: Blond or sometimes red or brown haired, with fair skin and blue or green eyes. Males will often grow full beards. Endurance: Average.

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Height: Males average 1.86 m (6’1”), women 1.67 m (5’5”). Lifespan: Moderate, averaging 65-85 years. Resistance: Normal

CULTURE Clothing & Decorations: The wear woollen tunics and pants with knee high fur lined boots. During the colder months they also wear cloaks and fur hats. Fears and Inabilities: They are superstitious and will rarely venture forth during the night hours for fear of the spirits of the great wood and of the creatures of Darkness that are at an advantage when hunting during the night hours. Though they are usually suspicious of those who are capable of magic, they are close friends of the Wizard Radagast, and many have made their homes near the Brown Wizards abode of Rhosgobel where they provide him assistance as he needs. Lifestyle: They are an independent people who have no formal political structure other than Elders and an elected Clan Chieftain (who is usually selected from amongst the Elders of the tribe). They reside in small, close groups, well hidden from outside races. They interact with few other races than the Beornings and the Silvan Elves. Utterly at home in the woodlands and the great forest, their tracking, climbing, hiding, hunting and foraging skills are superb and some have even believed their skills to be on par with that of the Wood Elves. Marriage Pattern: Monogamous. The line is traced through the male. Religion: Somewhat formal with the woman seers known as Wuitan (“Knowing Ones”) who serve to guide the Woodmen in their rituals. Rituals are based around the cycle of the seasons and celebrate life and the bounty of Eru. Rituals are usually held in the woodland glades that border the great forest of Mirkwood. They celebrate festivals and feasts that celebrate the changes in the seasons and the gift of life given by Eru. The principle worship focuses on Eru with reverence given to the Araw (the Vala Oromë) as the patron of the Common Men, and the Vala Yavanna, as “The Queen of the Earth.”

A Woodman Chieftain

OTHER FACTORS Demeanour: Practical, quiet, independent, reclusive.

Languages: they mostly speak their native tongue of Nahaiduk. However the common speech, Westron, is becoming more widely spoken amongst the Woodmen, due to trade with the Elves, Beornings and Northman, They also speak a little Sindarin, learning this from the Woodelves of Mirkwood. Woodmen Player Characters begin the game knowing Nahaiduk at their INT x5 as a percentage, Westron at their INT x3 as a percentage, and Sindarin at their INT x2 as a percentage. Prejudices: Woodman hate Orcs, Wargs, Trolls, Giant Spiders and Easterlings, all of whom have been grave threats to the Woodmen across the Ages. Restrictions on Professions: None, although the Woodmen produce no true Mages and are generally distrustful of those who do magic. The more common professions are Rangers and Warriors.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Woodman have ready access to iron and steel weapons. A player character can be expected to begin the game with: •

Either a dagger, broadsword, club, battle axe, handaxe, short spear; and

• A sling, throwing dagger, or composite bow. Armour: A player character can be expected to begin the game with soft, hard or cuirbouilli leather, or padded/quilted armour. Only chieftains and the greatest warriors of the Woodman have access to metal armour, and then usually only chain mail. Few possess either a helmet or a shield. Armour is a sleeved Hauberk that covers the abdomen, chest and arms and upper part of the legs (all the leg hit location is considered to be covered by the hauberk). Clothing: Males – Smock of beige or soft white wool; short tunic of buff, moss green, or grey wool, ornamented with contrasting crewel-work across the shoulders, chest, and at the lower hem; woollen leggings and full trousers; short woollen coat in subdued colours; long woollen cloak with hood; fur hat; fur boots, soft and unconstructed for excellent traction on the tree limbs. Females – wear fur boots similar to males, and cotton or woollen gowns (subdued natural in colour) with simple, form-fitting lines and extensive embroidery on the sleeves, shoulders, skirt hem, bodice, and about the neck; their outer capes are also richly embroidered and usually of subdued natural colours.

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Money: In addition to any coinage derived from the Background Social Status below, the character may possess 100 silver pieces of Gondorian mint or Dale mint (equivalent in value to Gondor’s silver piece), and a pouch of herbs to the value of another 100 silver pieces.

Woodman village feasting hall

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Woodmen D100 Background Money 01 - 40 Farmer 1D100 Silver pieces 41 - 70 Ranger or Warrior* 1D100 Silver pieces 71 - 80 Crafter e.g. Woodworker 2D100 Silver pieces 81 - 84 Trader 2D100 Silver pieces 85 - 90 Bard 1D100 Silver pieces 91 - 95 Healer/Herbmaster 2D100 Silver pieces 96 - 99 Chieftains Bodyguard 1D100 Silver pieces @ 100 Chieftain’s Child D100x3 Silver pieces * Rangers and Warriors will spend the majority of their time patrolling the Woodmen lands keeping then safe and also hunting for game. All game is shared communally in their village communal feasting hall. @ The child of a Chieftain will not always be the next in line to be Chieftain, for the Woodmen Elders seek one who possesses strength as well as wisdom for their leaders. The son’s of the Chieftain will be expected to join the Bodyguard (which comprises the closest relatives and trusted friends of the Chieftain). Daughters will often be married off to the sons of neighbouring Chieftains in order to maintain strong ties between the Woodmen. A small Woodman tree village

Woodman Elders celebrate their village’s newest arrival in a ceremony known as the Prayer of Life.

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WOSES

(Druedain, sing. Druadan) Of all Men, none surpass the Woses in the arts of wood-lore and wood-craft. This very ancient and diminutive race has long been tied to the forests and has remained the greatest lot of woodland warriors ever produced by the Secondborn. Their skills have in fact guarded their narrow survival over the ages, for amongst Elves and Men alike, the Woses are considered to be ugly and sub-men. Indeed, some races of men, in particularly the Rohirrim, have persecuted, hunted or chased away the Woses from their lands. The Woses are known by many names. They call themselves Drughu. The Elves refer to them as the Drúedain (sing. Drúadan). Most races of men refer to them as either “Wild Men” or “Drûgs”, but in the Westron tongue they are simply called the Woses. Very little is known about the origins and lifestyles of the Woses, for few have encountered them. Amongst the Wise they are known to be the crafters of the strange Púkel-men statues that are seen throughout north-western Middle-earth, particularly in the land known as Rohan. They are known to be solitary and will generally reveal themselves only to those they feel pose them no threat or are in need of their services, such as children or maidens. For most tales of the Woses speak of children or maidens lost within the ancient forest of the world and set upon by either wild beasts or fell creatures such as orcs or trolls. Suddenly, as though from the very trees themselves, the Woses have appeared and rescued those lost or in danger, and guided them to safety. In such encounters, the Woses have always been reserved about revealing too much of themselves, however it is clear that they hate the creatures of the Shadow and remain free from the influences of the Dark Lord. Hence they are included amongst the annals of the Wise as part of the Free Peoples. Many amongst the races of common men have believed the Woses to be a form of goblinman or half-orc, but this could not be further from the truth. That the Woses are diminutive and ugly, none who meet them can doubt. But such ugliness is superficial only and brought on by the hash existence of their lives. For a grace, gentleness and a oneness with, and deep respect for, the natural world reveals much about their inner character. They deeply revere Eru, the creator of all life and believe that to remain amongst His creation is the closest way to be close to the Creator.

In addition, the difference between the Woses and the Orcs is further revealed within the Woses’ deep hatred for Orc-kind. Woses will attack any party of Goblins or Orcs foolish enough to enter their forests. Not surprisingly, Orcs are terrified of the Woses, calling them the Oghor-hai and believing them to be some form of malignant wood-spirits. The Woses ability to appear to materialise out of the shadows of the forest only reinforces this belief.

Gamemasters note: Woses do not make good player characters due to their desire to remain isolated from the outside world, but they are one of the races of Free Peoples and so are included here. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+2 2D6+6 3D6 3D6 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 MOVE: 10 10-11 HIT POINTS: 10 8-9 Damage Bonus: none 13 10-11 10-11 7 Points 0/4 0/4 0/4 0/5 0/3 0/3 0/4

NOTE: They will generally wear no armour. Strike Percent Rank age @ Club, Heavy 7 75% @ Hand-axe 7 75% @ Short Spear 7 75% @ Self. Bow 5 75% @ Blowgun 12 90% @ Percentages are for NPC’s only. Weapon

Damage 1D8+db crush 1D6+1+db bleed 1D6+1+db imp 1D6+1+½db imp 1D3 impale

Skills: NOTE: If the Gamemaster is randomly generating NPC’s, use the following skills as a guide. Otherwise player character will develop their skills as per the rules governing character creation in Chapter 2: Characters in the BRP Rulebook. Acrobatics 70%, Climb 100%, Craft (various) 85%, Dodge 80%, First Aid 80%, Grapple 75%, Hide 100%, Jump 80%, Language (Pûkael) 100%, Language (Westron) 50%, Listen 75%, Perform (instrument or singing) 70%, Sense 100%, Spot 100%, Stealth 100%, Track 100%, Throw 85%.

Racial Traits: All Drúedain share the following racial traits in common. Whether being played by

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player characters or used as NPC’s, Drúedain gain access to the following innate abilities. Gift of Death: Men are not tied to Arda (the Earth) in the way that the First Born are. Eru gave to the race of Men the Gift of Death. As such the average lifespan of Men is very much shorter than that of other races. The Wise amongst the Elves do not know what happens to the spirits of Men when they depart from the Halls of Mandos, but it is believed that they return to Eru directly, there to await the fulfilment of the purpose of the creation of Arda. As such Men gain a passion for life and are often regarded as impetuous by other races of the Free Peoples. However, such susceptibility to death leaves them vulnerable to disease, a fact the Enemy has exploited to devastating effect all too often. The race of Men gain no special bonuses when resisting disease or poison. Keen Senses: Woses have the most sensitive sense of smell found amongst the Second-born and under the dark canopy of the forest, their eyesight is perfectly adapted to low light vision. Even in an open field, a Drúadan can smell an Orc long before a normal man could see one. At night or in darkness, a Drúadan can see clearly as though it were day and suffers no penalty for being affected by Darkness. In the pitch black of a cave however, they are as blind as any other man. Their keen senses however, make them excellent trackers whether with the forest or on open ground and they are relentless when stalking down prey. One with the Forest: Woses live in a primal state, living in harmony with the forests that protect them. As such they know their forests intimately and can move through them in absolute stealth and secrecy. As such, their skills in Climb, Hide, Spot, Stealth and Track reflect their exceptional skill. In addition, they have the uncanny ability to blend into their surroundings and appear out of the foliage as though they just materialise out of thin air. Finally, all attempts at Track or Spot made against a Drúadan are considered to be Difficult no matter what abilities, bonuses or benefits the one tracking the Drúadan possesses.

PHYSICAL CHARACTER Build: Woses generally have a broad, stumpy profile marked by wide faces, flat features and deep-set eyes that give their brows a prominent appearance. Such features give the Woses an eerie appearance, one unlike any other amongst the race of Men. Men average 65 kg (145 pounds); women 61 kg (135 pounds). Colouring: Ruddy skin, black or brown matted hair (usually in dreadlocks) and brown eyes so dark that they appear black under the canopy of the forest. Because their eyes are so dark, they

appear to gazer from shadowy pools which might be mistaken at a distance for a pair of cavities. Only on closer inspection can one discern any movement of the eye at all. This haunting feature is made even more unsettling when a Drúadan is angry, for their eyes become wider and the reflected light on the pupil scatters into the red part of the spectrum. As such, their eyes will appear to glow an angry red. An unsettling vision indeed! Endurance: Average. Height: Males average 1.49 m (4’9”), women 1.34 m (4’4”). Lifespan: Moderate, averaging 50-80 years. Resistance: Normal ‘Let Ghân-Buri-Ghân Finish!’ said the Wild Man. ‘More than one road he knows. He will lead you by road where no pits are, no gorgûn walk, only Wild Men and beasts.’ The Ride of the Rohirrim, Return of the King

CULTURE Clothing & Decorations: They often braid their hair, pulling it back to join behind their head in multiple tails. Woses wear little or no clothing and only the most rudimentary of adornments. Instead, they prefer to go about relying on their rugged bodies, using pigments to create decoration and “adornment.” Those that are most acquainted with other Men occasionally don hide leggings and breechcloth. In rugged terrain they employ a distinct high, thick-soled laced shoe. Beyond these trappings, they have little use for the costumes of other Men. Fears and Inabilities: Woses do not make villages, towns or cities shunning contact with outside races. Lifestyle: Woses are fairly solitary living in only small family groups for the most part and coming together for religions celebrations or to fend off intruders to their forests. Woses culture revolves around the forests and plants they hold so dear. They are frugal and eat little, even in the most abundant of seasons, and they partake of no fermented drink, only water. Being exclusively vegetarian, they live on the gifts of the woodlands and are quick to acquire an understanding of the nature and location of nearly every plant in an area of the forest. Only the Elves and Ents exceed their skill in carving and plant-lore. Marriage Pattern: Monogamous. The line is traced through either the male or female.

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Religion: Many of the Púkel-men watch-stones stand over the Drúedain holy sites. Unlike many of the other races of Men, particularly the Dunlendings with who the Woses are often associated, they have a strong tradition of organised worship. This is a pronounced animism which revolves around their reverence for nature. They hold Eru in proper awe, as He alone is the Creature and maker of all life. Of the Valar, they respect none more than Yavanna, (whom they call “Mam-ugu-Mam”) the Giver of Fruits and Queen of the Earth. It is she who presides over, and tends to, the Kelvar (plants), and it is the plants which sustain the life and world of the Woses.

produce shaman like Elders who are the leaders and chieftains of their people, but all possess Ranger like skills. Unlike Shamans however, they do not invoke spirits to do their bidding but instead looking to Eru the Creator of all things and tap into the The Song of Creation (The Ainulindalë) to work their “magics”.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS Weapons: Woses have ready access to wood and stone tools and weapons. A player character can be expected to begin the game with: •

Either a stone dagger, wooden club, stone handaxe, short spear (with a stone spearhead), quarterstaff; and

A sling, blowgun, or self bow. Darts and arrows will be coated in the poison Pûra. Armour: A player character can be expected to begin the game with no armour. Clothing: Hide leggings; suede breechcloth; suede collar covering the shoulders and falling to the lower ribs; swirling designs in body paint on the face, arms, thighs, and body; knee-high leather sandal with thong fasteners along the outer side of the leg. Money: In addition to any coinage derived from the Background Social Status below, the character may possess herbs that can be sold to the tune of 20 silver pieces. However, the Woses have no use for, nor interest in, money as all they need is freely available to them from the forest around them. •

OTHER FACTORS Demeanour: Woses normally appear reserved, unemotional, detached, and will be slow to speak, being thoughtful and never rash. They are however jovial by nature, having a rich and unrestrained humour that finds joy and laughter in the simple things of life. They prefer to keep themselves secluded from all outside contact, as they have often been hunted for sport or chased away from their homelands. When they do reveal themselves, it is for the expressed purpose of aiding those in greatest need. Even then, contact with outsiders will be very limited and brief. Languages: they mostly speak their guttural native tongue of Pûkael. However many also know the common speech, Westron, though their skill in this language is limited. They also speak a little Dunael, learning this from the Dunlendings they have had contact with over the centuries. Woses have no use for traditional writing but have developed their own system of simplistic pictographic signs. These signs are utilised for the decoration of the Púkel-men watch-stones and their ceremonial sites and rarely for anything else. Drúedain Player Characters begin the game knowing Pûkael at their INT x5 as a percentage, Westron at their INT x3 as a percentage, and Dunael at their INT x2 as a percentage. Prejudices: Woses hate Orcs, Wargs, and Trolls, in fact any creature of Darkness with be hated and hunted by them should it venture into their forests. Restrictions on Professions: Woses possess skills in many areas of wood-lore, herb-lore and healing. Only one profession (if it can be called that) can really be ascribed to their lifestyle, and that is the profession of Ranger. They do

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BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within their society, and any additional starting monies they may have saved or been given. Background Social Status: Drúedain D100 Background Money 1D20 Silver pieces worth of herbs that 01 - 100 Ranger can be sold for coinage.

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VII

WORDS OF POWER AND RUNES OF MIGHT: MAGIC AKNOWLEDGEMENTS

THE NATURE OF MAGIC IN MIDDLE-EARTH

This chapter has been heavily inspired by the Grimoire of Decipher’s now defunct Lord of the Rings roleplaying game. Of all the roleplaying games over the years dedicated to J.R.R. Tolkien’s amazing world, Decipher captured the spirit and feel of Middle-earth’s magic the best. Some of that roleplaying game’s magical features have been converted to operate under the Basic Roleplaying system as well. This has been done in an attempt to keep the feel and spirit of Tolkien’s world. This is fully a BRP magical system and should be read in conjunction with Chapter 4 Powers: Magic (starting on page 89) in the “Big Golden Book” (i.e. the BRP Core Rulebook) Enjoy!

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The Nature of Magic in Middle-earth 1 Spell Types 2 Wizardry 2 Dark Sorcery 2 Runes 3 Scrolls 5 Spot Rules for Magic in Middle-earth 7 Casting Spells 7 Counter Spells 8 Spell Speciality 9 Spellcasting Methods 10 Runes of Power 10 Songs of Power 10 Stamina Rolls for Casting Spells 11 Middle-earth Grimoire 12 The Blessings of the Valar 19 Necromancy 56 Table: Grimoire of Middle-earth 88

Magic in Middle-earth has two aspects you must consider: the general manipulation of magic by characters (usually through casting spells), and the subtle magic found throughout the land. Magic exists in, and flows through, all creatures and all places of Arda. This magic has its source in The Song of Creation (The Ainulindalë). Through the Ainulindalë, Arda and the order of things were created. The Song sustains and holds all things together through the will of Eru. The Wise refer to this pervading and resonating magical force produced by the Ainulindalë as ‘the Essence,’ for it is this essence that imbibes all things. When a spell caster casts a magical spell they are tapping into the Ainulindalë, moulding and shaping it, to cause the effect of the spell. The abuse of such magic will see the land tainted or even reject the caster of the spell. Powerful creatures and beings can sense changes in the harmonics of the Ainulindalë and thus become alerted to a spell casters presence. This can prove to be a perilous thing if the spell caster is flippant and abusive in the use of magic. Broadly speaking, Middle-earth magical spells are divided into two types: Wizardry and Dark Sorcery. Wizardry is a benign form of magic usually providing a boon or benefit to the caster. Dark Sorcery on the other hand is overt and controlling of others and is used extensively by those who crave power above all else and the servants of the Enemy. Continued use of Dark Sorcery will in the end corrupt the caster who uses it. Wizardry, on the other hand, will not lead to the casters corruption. There are a number of ways spells can be cast. All spells will require at the very least the use of the casters voice and sometimes also the gesturing of the casters hands. But there are a few other methods in which magic can be cast. One way is to use the power of Song. This is a common method amongst the Elves, and although it takes longer to cast magic through singing, the effects are more powerful and longer lasting in the end. This is because the caster’s song merges with the Ainulindalë and becomes enmeshed within it, increasing its effectiveness and longevity.

e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.1


John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

Another way of casting magical spells is to bind the spell into Runes. Runes are script engraved onto an item and imbibed with the resonance of a spell. The benefit of runes is that anyone who can read or decipher the runes will be able to simply fuel the spell held within the runes with their own power points. This kind of spell casting does not require that the one powering the spell first knows the spell being cast. They simply touch the runes, expend the power points required by the spell, and the spell activates. Both Dwarves and Elves use this method of spell casting extensively and many of their items contain runes of power engraved upon them. As there are very few spell casters within Middle-earth items that contain Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with Runes of Power engraved on it will be considered to be a magical item. Runes can also be written on to specially treated paper, called rune paper. Rune paper can hold a spell in status, waiting the time when someone will come along, read out aloud the runes engraved on the paper, and trigger the spell. Such rune paper is more commonly referred to as a magical Scroll. Scrolls hold both the spell, and the power points to activate the spell. This is done at the time the scroll is written by a spell caster. When a scroll is activated, the one using the scroll will not expend any power points to fuel the spell. Anyone can use a scroll if they can first read it. But once the scroll’s spell has been activated, the spell will be used up. Scrolls are a ‘one-shot’ magical item. Once used, the scroll is useless and its rune paper cannot be used again to store another spell until it has been properly treated and prepared. Spell casters will often try to obtain scrolls to learn the spells written within. This they can do without activating the spell and using up the scroll’s magic (if they are skilled enough). These spell types and casting methods are all detailed below. The rules for the use of magical powers can be found in Chapter 4: Powers of the Basic Roleplaying rulebook. The information that follows in this chapter of Middle-earth Basic Roleplaying is supplementary to the Basic Roleplaying core rulebook. Finally, in Middle-earth Basic Roleplaying, anyone can cast spells. There are certainly some professions that are considered to be spell-casting professions, those who are proficient in the knowledge and use of magic. But there remains within Middle-earth a robust tradition of handing down limited magical knowledge throughout the generations amongst the various races and communities of Middle-earth. At most times this “magical knowledge” will be limited to the healing arts and such arts encompass more than just the use of magical healing spells. But it is possible for non-magical professions to learn and utilise a

limited number of spells. The rules relating to nonmagical professions using spells is outlined under the heading Use of Spells by Non-Magicians on page 93 of the Basic Roleplaying rulebook (see Chapter 4: Powers – Magic).

SPELL TYPES Magic in Middle-earth comes in two types: Wizardry and Dark Sorcery. Wizardry Most spells and magical powers used by characters belong to the school of wizardry, the general term used in Middle-earth to describe such things. Wizardry is the subtle melding of localised aspects of the Song of Creation (The Ainulindalë), gently manipulating it to cause an effect on the localised environment centred on or around the caster. Wizardry is gentle in its impact on the Ainulindalë, even though the effects caused by the caster may be rather powerful. As such, wizardry does not abuse the ebb and flow of the Song of Creation, rather it taps the Ainulindalë to create the spell’s effect. Although magicians and wizards are rare and often secretive, there does exist within Middle-earth a robust tradition of magical practitioners and magical practices. For some things, such as opening and locking doors, there are dozens of different spells, though some may apply in such limited conditions (they only work on one specific door, for instance) that they have little use for most characters. All races – even Orcs – can learn to cast spells of wizardry, though not all of them necessarily take advantage of this fact. The rules governing the use of Wizardry can be found in Chapter 4: Powers in the BRP Rulebook, under the sub-section dealing with Magic.

Dark Sorcery Unlike Wizardry, Dark Sorcery overtly

abuses the power of the Song of Creation, twisting and manipulating its energies around the caster to mould the spells effects. As such, dark sorcery is an abuse and perversion of the Ainulindalë. Often the spells of dark sorcery are very powerful and are used to dominate and control others. Such abuse of power has the effect of corrupting the caster. In addition, dark sorcery is the chief form of magic used by the forces of the Shadow, and anyone casting dark sorcery will surely draw the attention of the dark powers to himself. Repeated use of dark sorcery is a vice that corrupts the caster, sending them down the flood of dissipation that leads to utter corruption. For power has the capacity to corrupt a man’s heart, but the lust for power will certainly lead to ones total corruption. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.2


John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

Dark sorcery is the chief form of magical art used by the Enemy. Dark sorcery spells are often overt and very powerful. This is the form of magic preferred by Orc Shaman and it incorporates the capacity to dominate others or to destroy them. The rules governing the use of Dark Sorcery are exactly the same as for Wizardry and can be found in Chapter 4: Powers in the BRP Rulebook, under the sub-section dealing with Magic.

Gamemasters note: Dark Sorcery should not be confused with the Sorcery powers listed on p.122ff of the BRP Rulebook (see Chapter 4: Powers). Dark Sorcery is used in exactly the same way as the Magic powers found on p.88ff of the BRP Rulebook (see Chapter 4: Powers). Dark Sorcery refers to the abusive manipulation of the Ainulindalë by the servants of the Shadow and its corruptive influence on all who employ such tainted magical spells. At the gamemasters discretion, the Sorcery rules and powers (as detailed on p.122ff of the BRP Rulebook) can be utilised within Middleearth Basic Roleplaying if the gamemaster is looking for additional powers for their setting. Indeed, the conjuring of elementals and fell spirits is employed by some races of Men in Middle-earth who have fallen under the influence of the Shadow. Easterling and Haradrim shaman have been known to conjure elementals and fell-spirits to do their bidding. In such cases when conjuring elementals, the gamemaster can use the Sorcery rules and powers listed on p.122ff of the BRP Rulebook (see Chapter 4: Powers). Gamemasters should note though that in the Middle-earth setting Sorcery would be considered to be a power utilised by the Enemy and would have a corrupting influence on player characters that use the Sorcery powers listed in Chapter 4 of the BRP rulebook.

RUNES What Are Runes Runes are engravings that contain the innate capacity to focus and cast spells. Non spell casters can simply touch these runes and, without knowing the inscribed spell, fuel it with their own power points and activating the spell inscribed by the runes. Runes generally only affect the item they are engraved upon. However there are some runes engraved on special items that permit the items user to activate the spell onto other objects or even people. Both the spell description in the Grimoire section of this chapter and the engraved items description (where it is mentioned in adventures or the Weapons and Gear Chapter) will guide the gamemaster and the players as to the conditions of use of their rune item. The Elven and Dwarven races particularly make extensive use of runes, as did the ancient Númenóreans. However most races have some familiarity with runes, using runes engraved into items as a means of spell casting without any of the requirements or restrictions that true spellcasters must face when casting spells. This is because the rune itself acts as the focal point for the weaving of the Song of Creation. The person using an item engraved with runes only needs to activate the spell by providing the power points to ‘fuel’ it. There is no skill roll required when casting spells through runes. All that is required is that the individual is able to touch the runes and has enough power points to cast the spell. No invocations or gestures are required, only touching the runes is needed. The use of such rune spells is however limited, as there are only a small number of spells that work through rune engraving. Runes are limited in their power and effect due to the fact that when the runes are engraved the engraver must set the level of the spell at the same time. Thus rune spells can only ever be fuelled to the maximum level that the engraver has set within the runes. True spellcasters therefore have the added advantage of being able to use runes as well as acquire spells that are more potent and versatile. There are some potent exceptions to the generalisation that runes are often restricted in power. Some runes can be quite powerful. Witness the Doors of Durin at the western entrance to Moria. These doors will only open when the correct word is spoken before them. Such powerful runes are designed for the opening and closing of objects or items and can be found engraved on doors, floors and the like. They are often specific to the opening and closing of that particular portal. Other runes may be traps designed to activate when the unwanted explorer opens the portal or steps onto or over the rune engraved onto the floor. Such runes are often found guarding the

e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.3


John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

resting places of the dead. Dwarves and Elves in particular employ such powerful runes. These runes however are generally fixed in place and do not normally find their way into the hands of player characters. The types of runes that player characters are more likely to encounter will be less powerful but still useful. Such everyday items will be objects that can be carried or worn, such as weapons or armour.

What Do Runes Look Like Runes appear as engraved writing upon an item or object. As such a Rune for the Bane spell will appear in Dwarvish runes as BANE, in the runes of Men it will likely appear as BBANE, and in Elven runes it will look like this A B EN .

Varying Potency of Runes The runes for the same spell will vary in potency depending upon the spell engraving ability of the items crafter who engraved the rune when the item was created. It would not be unusual to find swords, for example, with varying levels of the Bane rune spell engraved upon them (Bane level 1 or higher). A character with a sword with Bane IV engraved in runes upon one sword would therefore be able to cast the Bane spell to level 4 potency, using 4 power points. Another player character with a second sword with Bane II engraved upon it could only ever cast the Bane spell to a level 2 potency using 2 power points. Users of runes do not need to use their rune spells at the full level of the spell engraved within it. So in the above example, both characters could used their Bane runes spells at level 1, costing only one power point, but the holder of the Bane II rune could not use his rune to cast a Bane spell at level 3 capacity. Finally there are some powerful rune items that do not require any power points to fuel the spell at all. Such items permanently affect the wearer of the item and the rune spell is permanently in affect. Some examples of such items would be magically enchanted armour or a ring with the Protection spell rune upon it. When the ring is placed upon the finger, the wearer gains the benefit of the Protection spell in permanent effect without having to use any power points to activate the spell. Such items will always have a level of the rune spell associated with it. So a ring with the Protection rune spell at level 1 potency would mean that the wearer gains 1 point of constant armour whenever they are wearing the ring. Such items are rare indeed as most rune items require power points to be used before the rune is activated. The items description

will always detail whether the item has this capability. Runes are always engraved onto or embroidered into an object (doors, weapons, clothes, equipment etc) and are intimately associated with that object. Should the object that has the rune upon it be destroyed or broken then the rune will also be destroyed or otherwise rendered useless. The item may be repaired, however the runes are considered to have been permanently destroyed. New runes may be carved onto the repaired item however, thereby making the item magical once again.

USING RUNES For a player character to cast a spell through a rune they require two things: • Firstly they need to have enough power points available to cast the spell, and • Secondly, they need to be able to make contact with the object that holds the rune, and thus by default, in contact with the rune itself. If either of these conditions cannot be met, the player character cannot cast a rune spell. MAKING RUNES Skilled craftsmen who know magical arts may make their own rune inscribed items. However the crafter must meet the following criteria first: • the crafter must have the items appropriate craft skill at 100%, • the crafter must have learned the Runes of Power spell casting method, • they must know the spell that they wish to engrave as a rune, • they must have at least a 75% skill chance in the Spell Speciality of the spell they are casting as a rune, and • the spell must be able to be cast as a rune. The crafter then must succeed in a craft skill roll for the item and then follow this by a successful casting of the spell by passing the spells speciality skill roll. When the rune is cast, the caster will lose permanent POW in the construction of their rune device as the crafter attunes the rune in to the Song of Creation. The amount of permanent POW that is lost will depend upon the level of the spell being cast. For example, an Elven jeweller wishes to make a ring with the Protection spell engraved upon it. The jeweller meets all the minimum criteria above to craft the item and succeeds in the relevant craft skill and spell speciality skill rolls. The jeweller then decides that they wish to imbibe the ring with a Protection spell to a level 3 potency. The jeweller would then lose 3 points of POW and the rune item would be created.

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

Gamemasters may wish to reduce the number of POW lost if the spell speciality skill roll is a critical success. Likewise gamemasters may impose a loss of at least 1 point of POW if the spell speciality skill roll is a fumble, in addition to the spell not working. If the crafting skill roll succeeds but the spell speciality skill roll fails, there will be no loss of POW but the attempt at creating the runes fails and the item crafted remains nothing more than a normal item. Gamemasters should impose an appropriate time limit on the creation of the item. Crafting a ring, for example, would take a few days or weeks to fashion before the attempt at engraving the runes can be made. Larger items would take a longer period of time. Whilst the item is being crafted, the crafter must give their full attention to the task at hand. As such, item crafting will fall outside of the time player characters spend adventuring. As a final note, in order to make rune spells that are permanently in effect, the crafter will also need to know the Songs of Power spell casting method and sacrifice additional POW to permanently activate the rune spell. Songs of Power are always employed in the process of creating such powerful items.

SCROLLS Scrolls are pieces of paper that have a set of runes inscribing a spell upon it. This paper is often called ‘rune-paper’. The rune paper itself is a specially treated parchment that enables the rune spell to be transcribed onto it. That spell then remains dormant until someone who understands the language in which the scroll is written, reads out the words whilst touching the runes scribed upon it. When this happens the dormant spell will then be cast and the scroll will no longer contain the spell, as the inscribed runes fade after the spell has been cast. Scrolls are therefore one-shot spell holding parchments. The utility of scrolls lays in the fact that anyone who can read and understand the language the scroll is written in can cast the spell scribed on the scroll. No power points are required to cast a scroll’s spell as the power points for casting the spell have already been implanted into the runes scribed on the scroll when it was written. For nonmagical folk this is a boon. Using Scrolls For a player character to cast a spell from a scroll they require three things: • Firstly the character must have succeeded in a skill roll in the language the scroll is written in. The player character is permitted to attempt to

read the scroll at any time they like, instead of waiting till when they wish to use the scroll’s spell. The wise adventurer is well advised to do this some time before the scroll’s spell will be required to be cast. In this way, they will be already familiar with the scroll’s contents and not have to undertake the language skill roll under the duress of combat when they could have external pressures, such as weapons being thrust at them, causing penalties to the skill roll. • Secondly, the user of the scroll must be able to touch the runes written upon the scroll. • Finally, the user must be able to speak the words of the runes on the scroll out load. NOTE: it is assumed that player characters that can read a language can also correctly pronounce the words of that language. If any of these three conditions cannot be met, the player character cannot use a scroll’s spell.

Making Scrolls True users of magic are able to make their own scrolls. As part of their training in the magical arts they learn the skill of making rune-paper. As such, all magical professions will gain the unique skill Craft Rune-Paper at their INT + Manipulation skill category bonus as a starting percentage for the skill. This skill permits the player character to be able to make their very own blank pieces of rune-paper used for scroll making. Knowing how to make rune-paper is only the first step however. Scrolls require runes to hold the spells inscribed upon them. This fact means that in order to make a scroll, and not just the blank paper the scroll is written upon, a spell caster must also have the Runes of Power spell casting method. Knowing this method of creating runes permits the spell caster to be able to inscribe the runes of the spell onto the blank rune-paper, thus creating a scroll. Only spells that can be cast as runes may be inscribed onto rune-paper. In order to make a scroll the spell caster follows this procedure: • firstly the spell caster must succeed in a skill roll in their Craft Rune-Paper skill, • the spell caster then must succeed in a Spell Speciality roll for the speciality of the spell they are inscribing, • finally, at the time the scroll is made, the spell caster must permanently sacrifice POW equal to the level of the spell they are inscribing. This will mean that the spell caster will always lose at least 1 point of POW whenever they are successful at writing a scroll. If the spell caster fails in their spell speciality skill roll, they will not lose POW and the scroll will not be produced though the rune-paper the spell caster

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

was working on will be ruined in the attempt of creating the scroll. If the spell caster fumbles their spell speciality skill roll, the caster will lose 1 point of permanent POW and the rune-paper will be ruined. If the spell caster fails or fumbles their Craft Rune-Paper skill roll, well you can mock them savagely calling them “butter-fingers” and they will have to start all over again and make another set of rune-paper. Making scrolls, however takes time and the gamemaster should allocate a suitable amount of time that will be required before a scroll can be made. As a guide, at least one week’s undivided attention is required to make rune-paper. This can only be done at the spell casters residence where they possess the suitable equipment and emulsions to make rune-paper. It will then take several hours to correctly scribe the runes. Many scrolls are not actually rolls of parchment, but are tomes that contain histories and other works of literature. Within such tomes many scrolls may be found as individually illuminated pagers within the general text of the codex. Creating such works takes significantly more time than just making the single roll of parchment more familiarly recognised as a scroll.

Learning from Scrolls Whereas any person who can read a scroll will be able to cast that scroll’s spell, only someone trained in the magical arts can attempt to study the scroll and learn the spell written upon the rune paper. Scrolls are great sources of magical knowledge and are highly prised and sought after by spell casters, expanding the casters Grimoire. To learn from a scroll the spell caster must do the following: • firstly the spell caster must succeed in a skill roll in the language the scroll is written in, • then the caster must succeed in a skill roll for the appropriate Spell Speciality skill related to the spell found on the scroll. If the player character fails in either of these two skill rolls, they will not be able to learn the spell at that time and will need to restudy the scroll at a later date to attempt again to learn the spell. Should however the spell caster fumble their Spell Speciality skill roll attempt, the spell may actually be activated, ruining the scroll and ending the spell casters attempts to learn that spell. The process of learning a scroll’s spell requires at least eight hours of undivided study for each spell being learned. Skill rolls to read the language of the scroll must be undertaken at the start of the eight hour research period. Spell Speciality skill rolls are made at the end of this eight hour period. Spell casters must therefore devote a whole day to attempting to learn each spell from a scroll. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.6


John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

SPOT RULES FOR MAGIC IN MIDDLE-EARTH The following spot rules are set out to provide a Middle-earth flavour to the use and application of magic by player characters. Magic is never overtly employed by the heroes of Middleearth, and these spot rules will help to guide the gamemaster and players into keeping within the spirit and feel of the Middle-earth setting. Gamemasters are free to ignore any or all of these spot rules, as they see fit.

CASTING SPELLS In Middle-earth anyone can learn to use magic. Indeed some races, such as the Elves, are considered magical in their own nature utilising magical arts regularly, however very few people of other races, such as men and Hobbits, have the opportunity to learn how to cast magical spells. This is primarily because few people can gain access to the restricted great libraries of the various kingdoms within Middle-earth and fewer still have the ability to be apprenticed by a true magic caster. The most likely exposure to magic that the general populaces within Middle-earth will encounter would be through the use of apothecary potions and ointments used against common ailments, or through wonders such as fireworks or through finding enchanted items that contain spell runes. For most however, they will only ever encounter magic when the sorcerers and necromancers of the Enemy seek to spread the Dark Lords domination across the Free Peoples of Middle-earth. As such, the general population of the races of Middle-earth will be highly suspicious of any wielder of magic or possessor of magical items. Player characters, due to their adventurous lifestyle are more likely to come into contact with magic casters or enchanted magical items and so are therefore more likely to possess and utilise some degree of magic. This will naturally put the characters into a position where anyone of the general population, who know that the characters can utilise magical arts, will be naturally distrustful of the characters. Unlike other genera of Basic Roleplaying fantasy settings, spell casters do not possess an independent skill for each magical spell they can cast. Instead, their spells will be grouped into Spell Specialities (see the related Spot Rule on Spell Speciality). As the spells of a particular speciality are very similar in nature, the spell caster will possess a skill that covers each spell speciality.

When it comes time to cast a spell, the spell caster undertakes a skill roll in the relevant spell speciality in order to see if they were successful in casting a spell form that speciality. If a character knows a spell, they can use it whenever they like, provided they have enough power points to power the spell and succeed in a skill roll using their skill in the applicable spells’ Spell Speciality. If the player character does not have enough power points to cast the spell at the level the player wishes, but still has enough power points to cast the spell at a lower level, then they can still cast the spell, but only at the lower level of effect. Certain spells will require other things of the spell caster, but these are detailed in the spell descriptions in the Grimoire section of this chapter. One last thing about casting spells. In order for a spell caster to cast magic they must meet the requirements for Words of Command and Gestures, below.

Words of Command: All spells require the caster to speak words of command: incantations, invocations, and the like. A spellcaster who cannot speak – perhaps because his enemies have captured and gagged him, or because he wants to sneak past a guard and would be heard if he spoke, or who could be currently affected by a Silence spell – cannot cast spells. Note that this rule differs from the spell Word of Command found within the Grimoire section of this chapter. Gestures: Spells require gestures as well. To light a fire, a magician has to pick up and hold a piece of kindling or thrust his staff into a woodpile. To open a door, they must touch it or wave their hands over it. To create or project light, they must raise or wave their hand, raise their staff and so on. A spell caster who is bound or shacked cannot cast some or all of their spells, depending on how restricted their movements are and the type of gestures required. Gamemasters are free to permit bound spell casters some degree of spell casting capability, or none at all. The gamemasters choice is final in this matter and bound player characters should accept this decision. Often the gamemaster will have greater plans afoot and players should patiently endure their circumstances and see what events transpire.

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

COUNTER SPELLS

willpower is over between them and the spell, and counter spell, both fail.

If a spellcaster knows a particular spell, and recognises that a magic user is attempting to cast that identical spell, then they can attempt to counter it. The spellcaster must attempt to cast that same spell. This will cause both casters to become locked in a battle of willpower on the Resistance Table. This is known as casting a Counter Spell or Counter-spelling. Primarily what transpires is that both magical uses attempt to create the same spell effect in the same area and thus become locked in a mental contest as both spellcasters attempt to force that spells affects back onto each other. This process can also be undertaken when a spell caster recognises that a spell they know is in effect in an area or on a person, and they wish to counter that spell cancelling its effects. The process of Counter Spelling is fairly straightforward and outlined below. Gamemasters should also refer to the Resistance Table rules on pages 170-172 of the BRP rulebook. 1. Both spell casters roll their skill rolls in the spells’ Spell Speciality, if only one caster is successful and the other is not, then the one who succeed may cast their spell (or maintain their spell) as per normal. 2. If both casters succeed in their Spell Speciality skill rolls, both their spells begin to form however these spells do not take affect at this time. If one spell was already in effect previously, then nothing changes to it at this time and it continues to operate normally for the moment. 3. Both spell casters now must match their POW on the Resistance Table with the Counter Spell caster becoming the Active Characteristic on the table. This is because they are attempting to undertake a Counter Spell attack and therefore are the active factor in this contest. 4. Both spellcasters now roll percentile dice to see if they both succeed or if one caster fails. If both spellcasters are successful: they remain locked in a battle of wills that spills over into the next combat round. The spellcasters can do no other action this combat round and go back to Step 4 again next combat round. If one spellcaster fails in their Resistance Roll, they lose the contest of wills and their attempt at either casting, maintaining or countering the spell fails. If both spellcasters fail in their Resistance Rolls the contest of

Each combat round the spell casters will be locked in this contest until one caster fails their resistance roll. The outcome of this contest of wills will be decided by whoever is the first caster to fail their resistance roll. If the original spell caster wins in this contest, they will then get to cast, or maintain, their spell as though the counter-spell attempt was never made. Should the counter-spell caster win in this contest of wills, the spell being cast is broken. If this occurs, have both spell casters (the caster and the counter caster) make a Stamina roll, where failure results in the loss of 1D3 power points. In essence, the spell casting attempt fails and the caster and counter caster suffer the effects of the mental exertion their contest of willpower brought upon them both. It is important to note that whilst this contest of willpower is underway, neither spellcaster may make any other actions as their mental energies are fully focused on the contest at hand. Should either one of the spellcasters be physically attacked, then their mental focus will be broken immediately and the contest of willpower between the spellcasters will cease. Depending upon the circumstances gamemasters may however wish to give player characters a chance to maintain their focus. This can be done through the caster attempting a Difficult spell speciality skill roll where success indicates that the caster maintained their focus and the contest on the Resistance Table can continue next combat round. Because spellcasters counter spells using their own willpower rather than spell levels, the level of the spell being cast is irrelevant at the time of the Resistance Table rolls. Spell level will only become relevant once it has been determined who was successful in the contest of willpower and if the casting of the spell can go ahead.

SPELL SPECIALITY Rather than all spells coming under the Metal Skill Category bonus as outlined in the BRP Rulebook on page 47 (see also page 31 if the optional Skill Category Bonuses rule on page 31 of the BRP Rulebook is being used), each spell within Middle-earth Basic Roleplaying is grouped into its own set of categories known as Spell Specialities. For example, there are groups of spells that belong to the Air & Storm Spell Speciality, others that belong to the Fire, Smoke & Light Speciality, and so on. All dark sorcery spells come under the Dark Sorcery Spell Speciality. There are ten Spell Specialities. These are:

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Air and Storm: Spells pertaining to weather, storms, clouds, fogs, and wind. It also includes spells such as Lightning and others that deal electrical shock to a target. Alteration: Spells that change the fundamentals of physics and biology. Spells of this category can harden the casters skin so that it is like armour or can cause locks to open without the use of a key. Beasts and Birds: Spells pertaining to animals, birds, and even plants. Beast summoning spells belong to this group as does the plant spell Entangle. Fire, Smoke and Light: Spells pertaining to the various aspects of fire and the conjuration of light. Illusion: Spells pertaining to the alteration of others (and even one’s own) perception. Mysticism: Spells pertaining to the detection of one’s enemies and the dispelling of magical enchantments. Restoration: Spells pertaining to the healing arts and the curing of poisons and disease. Secret Fire: Spells that manifest the power of goodness, freedom of willpower, and the Valar. Powers that the Wise serve. Dark Sorcery: Specialisation in the dark arts of magic. Spells that overtly try to force the domination of, or cause pain to, others. Spell casters of the Enemy use this category extensively. Every time a Dark Sorcery spell is cast, whether they succeed in the casting of fail, the caster will receive the number of corruption points listed for that spell. This corruption is added to their Corruption Allegiance score and represents the casters decline into wickedness. Water: Spells pertaining to rivers, streams and water in general. It also includes the manipulation of fog.

Starting Skill Chances for Spell Specialities: Each Spell Speciality has a basic starting skill chance equal to the player characters POW Characteristic. So for beginning player characters, all their Spell Speciality skills will start at the same basic percentage (i.e. their POW). As players successfully cast spells under stressful situations during their adventures, or read ancient tomes and learn about the magical arts, their skills in each of the Spell Specialities will advance and thereby grow independently. Even Gandalf himself had made a special study of the bewitchments of fire and light. If the optional Skill Category Bonuses rule is being used within the game, then the Mental skill category bonus is added to the basic chance of each of the Spell Speciality skills of the spell caster.

Each spell’s description in the Grimoire section denoted the Spell Speciality the spell belongs too. There are in addition, two other uniquely powerful groups of spell specialities. These are Blessings and Necromancy. These special kinds of spells derive their power directly from the Valar and Maiar. In the case of Blessings, these “spells” gain their power and strength directly from the Valar and certain Maiar, strengthening those of the Free Peoples who have proven their worth in showing their loyalty to Eru, the Valar and the Free Peoples. Necromancy, on the other hand, comes from the perverted power of the fallen Maiar and the Dark Lord, and is an abomination to all that is good and pure. The special rules for both Blessings and Necromancy appear within the Grimoire section of this chapter. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.9


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SPELLCASTING METHODS Most spells are cast in the standard fashion described under the Casting Spells spot rule above. All spells can be cast in this manner unless otherwise noted in the spell description within the Grimoire. Some spells, as indicated in the individual spell descriptions, may be cast through either Runes (this includes scrolls) or Songs of Power. These are specialised methods of casting spells that permit the spell to be cast through runes (and scrolls) or have their potency and longevity extended through song. These methods are detailed below. Spell casters who know either the Runes of Power or Songs of Power spellcasting methods are still free to cast spells in the standard method. Runes of Power: As detailed earlier in the chapter, this spellcasting method employs the use of runes and involves drawing, etching, or engraving runic symbols of power onto or into an object. Only certain spells can be cast via this method. The individual spell descriptions within the Grimoire identify which spells may be cast through this spell casting method. Almost all magical items, such as weapons and armour, are made with the use of engraving runes either on or into the item. How runes are used in the game is described in detail in the Runes section earlier in this chapter. Player character spell casters may only learn this method through being trained and mentored by a spell caster already familiar in the Runes of Power spellcasting method. As such this can be a source of adventure for the player character as they travel the lands of Middle-earth in search of the great craft masters of this art in order to become their apprentice. Such rune crafters can be found amongst the races of Elves and Dwarves and even, very rarely, amongst the races of men. Very few Hobbits, who shun magic as a general rule, have ever desired to learn this ability. It takes time to learn this method of casting spells and the player character can expect, as part of their apprenticeship, to be sent of errands for their master in order to gain materials essential for their learning. This in turn will open further opportunities for adventure for the players as their characters learn the art of Runes of Power. As part of their training in this spellcasting method the player character will learn the skill of making rune-paper. As such the character will gain the unique skill Craft Rune-Paper at their INT + Manipulation skill category bonus as a starting percentage for the skill. This skill permits the player character to be able to make blank pieces of runepaper for use in the making of scrolls.

Songs of Power: Elven spell casters often favour this method, though other races may use it as well. Songs of Power permits the spell caster to harmonise their voice, through singing, with the Song of Creation. As such the Ainulindalë permeates the spell being cast through this method, amplifying and/or extending the spells area of effect. A spell cast through the Songs of Power, while requiring more time to cast than a normal, has greater power than the ordinary spell casting method. The expertise of the singer dose not impact the effectiveness of the spell nor does the casters ability to sing well. Even a tone-deaf spell caster can use the Songs of Power spellcasting method. Indeed Orc Sharman are known to use this method of spell casting, though their type of singing is more a cacophony of chanting than actual song. In addition, other spell casters who have the Songs of Power spellcasting method and know the same spell the caster is singing may join in with the casters song. This permits other spell casters to take over the singing of the spell, thus allowing the caster the chance to rest from singing. This shared singing capability means that the spells casting duration may last for hours with each caster taking their turn to share the singing of the song. Amongst Elven spell casters such songs have been known to last for days! The casting time for Songs of Power spells is equal to at least one turn (five minutes or 25 combat rounds). Songs of Power spells can be cast over more than one turn if desired. However once the spell has been cast its effects are more potent. As such, spell casters tend only to employ this method of casting spells when they are free from interruption (e.g. when not engaged in combat). When casting a Songs of Power spell, the spell caster pays the power point cost as though they st were casting the spell at 1 level normally. For each additional turn spent casting a spell through the Songs of Power spellcasting method, the spells intensity or duration is increased by one level. However the spell caster does not expend any additional power points to fuel the spell other than st that for the initial 1 level of casting. The spell caster can decide to increase the area of effect, or the duration of the spell, by an additional level for each turn spent in song. Additional spell casters familiar with both the spell and the Songs of Power spellcasting method may join in the song at any time, giving the first spell caster the chance to rest. They must pay the same power point cost as the original caster when assisting in the song, otherwise the song will cease. In this way the spell’s intensity and duration may be increased beyond that normally possible to any spell caster. Any distraction to the singers however (such as combat) and the song will cease immediately. To all intent and purpose, the spell is cast on the fist combat round that the song is begun, however the

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spell caster may delay its effects till the end of the song if they so desire. Gamemasters should have the spell caster undertake a Stamina roll for each turn spent after three turns casting songs through this method. Failure indicates that the spell caster can no longer keep up the song and they stop singing. After 30 minutes (six turns), the Stamina roll will be Difficult to undertake. After one hour (twelve turns) the singer will collapse from exhaustion.

bring unwanted attention upon oneself just as Gandalf lamented when he used magic to make fire upon the mountain slopes of Caradhras.

STAMINA ROLLS FOR CASTING SPELLS The use of magic in Middle-earth is very subtle and even the greatest of spell casters very rarely draw on their magical powers to cast spells. Player characters, on the other hand, will desire to use their magical capabilities as much as they are able to as it aids them in their adventures. This can cause the purist gamemaster a conundrum as the gamemaster may desire to limit the amount of magical activity that player characters can undertake in order to keep with the feel of Tolkien’s setting. This spot rule is designed to assist the gamemaster curtail the inappropriate use of magic within the game, whilst still permitting the player characters to attempt to use their magical skills as much as they desire. Whenever a spellcaster successfully casts a spell and after the spells power points have been deducted from the spell casters power point total, the spell caster must then succeed in a Stamina roll. This reflects the mental and physical exertion of the spell caster casting the spell. Should the spellcaster fail in their Stamina roll, they will lose fatigue points equal to the amount of power points expended from the spell just cast. If the option Fatigue Point system is not being used, but the gamemaster wishes to use this spot rule, then the gamemaster may simply declare that the exertions of casting that last spell fatigued the spellcaster to a point where they mentally cannot focus on casting another spell for a combat round or more depending on what level the spell was cast at. In this way, gamemasters can manage the excessive use of spell casting and at the same time be flexible to the situations the player characters find themselves in during their adventures. Gamemasters should also keep in mind that there are some beings that are sensitive to the presence of magic and are capable of detecting its presence when magic is cast. Such beings include spirits and the Vala and Maia. When magic is cast within a distance of 1km per level of the spell, such beings are permitted a Sense Power spell attempt (if they possess this spell) to see if they detect the spell casters presence. As such, casting spells can e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.11


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THE MIDDLE-EARTH GRIMOIRE What follows in this section is a list of the most commonly known spells of Wizardry and Sorcery. This is by no means an exhaustive list of every spell within Middle-earth, but it does list the most common spells that have been seen over the ages. Each spell has the following set of criteria: Name: the common name of the spell, generally indicative of function. Your gamemaster may proffer similar spells during play with names that are different, more descriptive, elaborate, or obfuscating. Range: Unless otherwise specified, the maximum effective range for any magic spell is 100 meters. If the spell directly affects a target (living or otherwise), the target must be within line of sight. Duration: Spells usually occur instantly in the Powers Phase of the combat round they are cast in. They usually last for a single combat round, 10 combat rounds, or for 15 minutes, as indicated in each spell description. Power Point Cost Per Level: The power costs this number of power points to cast per level. Corruption Points gained by use: This appears only with Dark Sorcery spells. Whenever a Dark Sorcery spell (regardless of its level) is use by a spell caster they will receive the indicated number of allegiance points to their Corruption Allegiance. Over time, the continual use of Dark Sorcery will cause the spell caster to become corrupted and to fall under the influence of the Shadow. Spell Speciality: The particular speciality that the spell belongs to.

ANIMAL MESSENGER Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds Spellcasting Method: Standard With this spell a small animal (beast or bird) can be used as a messenger. The animal must be already to hand (either a pet, captured or summoned with another spell). The caster gives the animal a message, a description of the recipient and a location for the recipient. The animal then searches for a number of hours equal to the level of the spell, however this duration is doubled if the caster succeeds in a Knowledge (Animal) skill roll before giving the animal its mission. The animal then travels and searches for the recipient, gets close enough to the person and communicates the message. The recipient can understand the animal messenger even if they cannot normally understand beast speech, however the message can only be transcribed at the intelligence of the beast sent to be the messenger. So the more intelligent the animal, the greater will be the understanding of the message by the recipient. Each additional level in this spell increases the duration of the spell by 1 hour.

BANE-SPELL Range: Touch Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Alteration Spellcasting Method: Standard, Runes, Song

Spellcasting Method: The methods in which the spell may be cast. Description: A description of what the spell does and how the spell works within the game.

With this spell, the caster can lay upon a weapon the power to cause special harm to a particular type of creature or being. The caster can even cause the weapon to inflict normal damage to a creature or being that would not suffer normal damage from that weapon type. The caster must specify the type of creature affected by the bane, for example, ‘Orcs’, ‘Wargs’, ‘Wraiths’, ‘Trolls’, ‘Men’ etc. A Bane-spelled weapon provides +1 damage point against the banned creature, for each level of the spell. Alternatively the caster can cause the weapon to do normal damage to creatures that the weapon would not otherwise affect or would have a reduced effectiveness against. For example, normal weapons only do half damage to undead creatures, but placing

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bane-spell on the weapon would cause the weapon to do normal rolled damage against undead. By adding additional levels of this spell, the caster can expand the target group to cover more than one type of being with each additional level adding an extra creature or being. For example, with two levels of this spell, the caster could specify two creatures to be affected by the bane, such as ‘Orcs and Trolls’, three creatures could be specified with three levels of this spell, and so on. The caster can use multiple levels of this spell as they see fit, investing some levels in the types of creatures to be effected by the bane and other levels to increase the damage delivered. The caster should let the gamemaster know beforehand how they intend to apply the levels they are using for the spell. Once the spell is cast, these levels can’t be swapped between creatures affected, and damage inflicted, whilst the spell remains in effect. At the gamemasters discretion, a bane-weapon may have the ability to pierce or diminish protective spells used by the target, such as Bladeshattering, Guarding-spell, Protection etc. Many powerfully banned weapons have been made over the ages of Middle-earth, especially by the Noldor Elves, by using Songs of Power to make the affects of the bane permanent on the weapon. Swords such as Glamdring, Sting and Orcrist are examples of such weapons. Other Elven races and Dwarves tend to use this spell through the use of Runes carved upon their weapons.

So the spell will not work against the Dark Riders’ horse when the Dark Rider is sitting upon it. It will affect the horse if the Dark Rider has dismounted the horse and gone at least 15 metres away from it. This spell may affect a Troll if it has no more than animal level intelligence. The spell will work against Crebain and Wargs even though they show above average animal intelligence.

BEAST SPEECH Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds Spellcasting Method: Standard This spell grants to the caster the power to converse with any creature they can touch. This conversing will take the form of the caster speaking intelligible words to the creature and the animal responding in some fashion (grunts, sounds etc) to the casters words, but both caster and creature will be able to partially understand each other. The creature will respond as though it possesses its normal intelligence and so the details that the caster may be able to gleam from the creature will very much depend on the innate intelligence of the animal. So the results of this conversation will be highly variable with the creature only responding to what it actually knows. The caster may cast this spell on another person (or more) as well as the creature, allowing for a three way conversation to take place.

BEAST CLOAK Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

BEAST SUMMONING

Spellcasting Method: Standard, Song Travelling long distances in Middle-earth is fraught with hazards, as much of it, deserted by Man, Elf, and Dwarf alike, have fallen into wilderness. This spell aids travellers by shielding them from the eyes (and other senses) of wild and domesticated beasts. Whenever such beasts try to spot or sense the target of this spell, they suffer a penalty to their Spot and Sense skills roll equal to -05% per level of spell. Additional levels of this spell can be used to increase this percentage penalty and/or the duration of the spell. This spell only affects beast of animal intelligence and will only affect fell creatures of the Enemy if they possess animal intelligence and are not being directed by a greater intelligence.

Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds Spellcasting Method: Standard, Song This spell allows a caster to call to their side beasts and birds. When cast the caster should specify the type of animal to be summoned, otherwise every creature within the range of affect of the spell will be summoned (this may be the casters intent however and so being specific is not necessary). Any animals within the range of the spell, fitting the description of the creature type to be summoned, will make their best possible speed to the caster whilst the spell remains in effect. Once they arrive at the casters location, they will wait calmly near him until the duration of the spell expires, at which time they will go about their normal activities. They will not attack

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or harm the caster unless the caster threatens or attempts to hurt them. This spell confers no ability to command beasts. If the caster asks the summoned beasts to perform some task, the creatures will likely not understand the caster. Spells like Beast Speech or Animal Messenger would need to be utilised in order to get the animals to perform a task for the caster. Additional levels in this spell can be used to either increase the range, or the duration, of the spell.

BITING WOOD Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard, Runes With this spell, the caster causes a wooden object to become knotted, tough, and thorny. The caster has discretion to where these thorns appear, so he can continue to wield or hold the object. A wooden object that is affected by this spell gains +1D3 to its damage. Thus a light club affected by this spell would do its normal 1D6 damage, plus an extra 1D3 damage due to the thorns, barbs and knots on the surface of the club.

A weapon under the protection of Blade Preservation is considered to be magical and so will have a chance of resistance against such spells as Bladeshattering which would otherwise instantly damage the weapon. It costs a point of permanent POW to preserve a blade (or weapon) and grant it 3 points of magical armour. This point of POW must be sacrificed at the time of the casting of the spell and is lost to the caster. The caster can chose to sacrifice additional POW during the casting of the spell in order to add addition points of magical armour to the weapon. For each point of POW sacrificed, the weapon receives 3 points of magical armour. There is no limit to the magical armour that the weapon can receive in this fashion. If the Song of Power spell casting method is being employed to protect the weapon, the weapon will receive 5 points of magical armour for every point of POW permanently sacrificed during the spell’s casting.

BLADESHARPEN Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard, Rune

Additional levels in this spell can be used to increase its duration.

This spell is exactly the same as the Sharpen spell on page 100 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The only difference is that this spell will work only on bladed weapons (daggers, swords, naginata, etc).

BLADE PRESERVATION Range: Touch Duration: Permanent Power Point Cost Per Level: 1 POW Spell Speciality: Alteration

If the spell is cast through the Song of Power spell casting method, the duration of the spell will double. Song of Power can also be used (though it takes much longer) to permanently sharpen the weapon making it into a truly magical weapon.

Spellcasting Method: Standard, Runes, Song Casters use this spell to preserve swords and daggers, keeping the blade from becoming dull, rusted, pitted or weakened by the passage of time. This spell will also work on non-bladed weapons such as axes, where a component of the weapon is made of metal.

BLADESHATTERING [DARK SORCERY] Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 2 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

A weapon under the protection of this spell can still be damaged by the impact from another weapon. However for each level of this spell, the ‘blade’ will receive 3 points of magical armour that protects it providing some resistance against such an event. Spellcasting Method: Standard This armour is magical and will absorb damage This spell allows a sorcerer to cause one blade (a before the hit points of the weapon are affected, dagger, axe or sword) to suffer 1D6 worth of damage even if such damage comes from a critical hit. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.14


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per level of the Bladeshattering spell. If the caster’s skill roll in this spell is a critical success then the blade will instantly shatter or melt into smoke. This causes no damage to the wielder of the blade but does deprive him of a weapon. In general, this spell will automatically work on nonmagical blades and the wielder has no means of defending his weapon. The spell only affects edged weapons, so arrows, spears and crushing weapons like maces and hammers will not be affected by the spell. Against magical or special blades (Glamdring, Anduril and so on) – which may be assumed to be resistant to Bladeshattering – the caster must first overcome the wielder of the blades POW on the Resistance Table. Either the wielder's POW or the weapon's own POW (if applicable), whichever is higher, may be used to resisting the POW of the caster on the Resistance Table.

BLAST OF COLD

Failure will still allow them to perform the action, but they will take 1 hit point damage directly to their total hit points from the exertion. Additional levels in this spell can be used to increase the range and/or the duration of the spell. Very powerful servants of the Enemy have utilised a form of this spell to cause freezing conditions to harass the settlements of the Free Peoples. The powerful bandúrhoth known as Caradhras the Cruel is capable of using this as an innate power, without limit, on the summit of its mountain causing hardship to any who would brave the Redhorn pass at any time other than during the height of summer. For any prolonged exposure to the effects of this spell, or a power of the Enemy that is similar to it, gamemasters should refer to the Spot Rule: Cold, Exposure, Hunger, and Thirst on page 219 of the BRP Rulebook.

BLAST OF SORCERY [DARK SORCERY]

Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Air and Storm

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

Spellcasting Method: Standard, Song

This powerful spell summons the primeval force of the air—specifically, the frozen blasts that sweep down from the far North—to harry one’s foes. It is thought to be a creation of the Lossoth Shaman of Forochel, but knowledge of it has disseminated southward, through the Dúnedain of the North and even to some servants of the Enemy. This freezing air is sucked from the frozen north, into the upper atmosphere and then moves to descend as a microburst downdraft on the target area for the duration of the spell. For this spell to work indoors, there must at least be an open window, chimney or vent near by the target area for this freezing air to descend through. If such an opening does not exist, the freezing air will impact the area outside but not affect those indoors.

The caster fires a blast of sorcerous power at a foe, hurting or slaying them. After succeeding with the skill roll for this spell, the caster will blast their foe for 5D6+5 points of damage. Rules for special and critical successes apply to this skill roll. On a special success, this spell will do knockback damage.

The caster conjures a blast of freezing air that affects an area 30 metres in diameter, centred on a point of the caster’s choosing, within the range limit of the spell. All living things caught in the area of effect lose two times their normal loss of fatigue points per combat round of activity, if the optional fatigue point system is being used. If the optional fatigue point system is not being used, any physical actions undertaken by those within the area of affect are considered Difficult and any physical action attempted by those within the spells area must first be preceded by a successful Stamina roll.

BLINDING FLASH

Shields, armour and sturdier forms of cover (stone walls, boulders, etc) will grant protection against the damage inflicted by this spell. Magical protection spells will also provide protection from the damage inflicted by this spell. Additional levels of this spell can be used to increase its range of the spell but not its damage.

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light Spellcasting Method: Standard, Song This spell creates a bright flash of light to blind one of the caster's foes. If the caster overcomes the target's POW on the Resistance Table, the target is blinded for a number of combat rounds equal to the caster's

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POW. A critical Resistance Table roll doubles this duration. The target suffers all the penalties of being blinded (see Darkness spot rule on p.220 of the BRP Rulebook) for the duration of the spell. This spell affects only a single target. Additional levels may be used to affect additional targets (at one target per level), increase the range of the spell, or to overcome the defensive affects of spells like Countermagic. If this spell is cast in a very dark location, say a cave or a dungeon, where there is no or very minimal light, everyone except the spell’s caster that is within the range of this spell must undertake a Luck roll. Success indicates that they were not looking directly at the caster when this spell activated, however failure indicates they were caught by the flash. All who fail their Luck roll suffer the same effects as the actual target of this spell. In this way, the caster may be lucky enough to blind more than just their intended target, however they may also blind their friends as well.

BLIGHT [DARK SORCERY] Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery Spellcasting Method: Standard, Song This spell will blight and wither a plant or area of vegetation, slowly killing it. The area affected by the spell is 1 metre in diameter. Within that circle, all vegetative matter will begin to wither and die, firstly with leaf dieback and then the plants withering to the roots. The process of death will occur over one week. If this spell is cast at a tree or plant that covers an area larger than 1 metre diameter, the entire tree or plant will be blighted and not just part of it. Blight can be cast as a counter-spell to the Renew spell. Additional levels can be used to increase either the range of this spell by an additional 30 metres per level; or its radius of affect by 1 extra metre per level. If this spell is cast using the Songs of Power spellcasting method, the radius of the spell is doubled and the process of death occurs overnight.

BREAK BINDING Range: 15 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard With this spell, the caster can dispel the effects of a single cast of the Holding-spell or Spellbinding, freeing those trapped by the magic. If the spell caster who cast the Holding-spell or Spellbinding spell is present when Break Binding is attempted, and wishes to prevent this from happening, the two spell casters must engage in an resistance roll using the Resistance Table, matching the Break Binding spell casters POW (as the active characteristic) against the Holding-spell or Spellbinding spell casters POW (as the passive characteristic). Should the Break Binding spell caster succeed in the Resistance Table roll, the Holding-spell or Spellbinding will be broken and those trapped by it freed. If the Break Binding spell caster fails in their Resistance Table roll, the Holding-spell or Spellbinding will remain in effect.

BURNING SPARKS Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light Spellcasting Method: Standard With this spell, the caster can cause an existing fire to flare, casting deadly, burning sparks at those near it. Depending on the size of the fire affected, anyone within a certain radius of the fire may suffer injury, but the spell caster can decide to hurt some while sparing others. The damage caused by Burning Sparks depends on the size of the fire, and the targets proximity to it. See the table below for these details. The Burning Sparks spell actually causes the fire to explode. As such the spot rule on Explosions on page 222 of the BRP Rulebook should also be applied to the effects of this spell, including its radius of damage. The flames of a candle and torch will be extinguished by this spell after the sparks have done their work, but campfires or larger fires will remain alight after the spell has taken effect. Additional levels of this spell can increase the distance the caster needs to be to the source of fire for the spell to take effect. For every extra level utilised for this spell, an additional 30 metres is added to the casting range of the spell.

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BURNING SPARKS DAMAGE TABLE Fire Size Damage Candle or Lantern 1D6 Torch 2D6 Campfire 3D6 Small bonfire 4D6 Large bonfire 5D6

THE BLESSINGS OF THE VALAR The Blessings of the Vala are special powers and boons granted by the Powers to those who belong to the Faithful. These special powers differ from normal spells in the way they are acquired and cast. Only persons of virtue can gain access to and use these Blessings. All Blessings belong to the Secret Fire spell speciality however Blessings are not spells in their own right, but are powers granted to the recipient for use in the service of the Free Peoples in their struggles against the forces of Darkness. The spot rules governing Blessings are set out below.

WHAT ARE BLESSINGS Blessings are not spells, but a boon granted by the Vala and some Maia. They are in very nature Secret Fire, a channelling of the power of the Vala or Maia through the Ainulindalë to provide aid the one seeking the Blessing. Blessings only have one use, and unlike spells, once the Blessing is used, it is gone. In order to gain the Blessing again, a person must first sacrifice the appropriate number of permanent POW to receive the Blessing. They must also be of virtuous character, or the Vala will not grant the Blessing in the first place.

GAINING TEMPORARY BLESSINGS Anyone can gain access to a Blessing; there is no minimum POW requirement to be blessed. In fact the Vala delight in aiding those too weak to aid themselves, but Blessings are usually first bestowed by the Vala as gifts for service to the Free Peoples. As such they are usually given as a reward to player characters after completing a series of adventures that aid the Free Peoples.

to bless the player character. If the player character meets the minimum requirements for being blessed, they will receive a Blessing at the POW cost specified in the Blessings description. Gaining Blessings cost the player character permanent POW, for they must sacrifice POW in order to attune to the resonance of the Vala who will bestow the Blessing. Once the Blessing is used however, they can only regain that Blessing again through sacrificing more permanent POW. Any Blessing that a character has been granted in the past, and used, may be regained at any time through the sacrifice of more POW. However, should that character gain any Corruption allegiance points, they must make a Luck roll for each of the Blessings they have received in the past. If the Luck roll is a failure, they lose access to that Blessing and must gain it again somehow (usually through some great adventure or quest). If the player character gains a total of 20 allegiance points of Corruption more than they have Honour, they will immediately and permanently lose access to all Blessings by the Valar. Only if they can either reduce their Corruption points, or raise their Honour points, will the player character stand a chance of ever being blessed again by the Valar.

GAINING PERMANENT BLESSINGS Should a player character’s Honour be a total of 100 allegiance points higher than the characters Corruption, then the player will be able to automatically reuse any Blessings they have been granted without any need to re-sacrifice POW to renew the Blessing. In other words, as long as their Honour is 100 points or more greater than their Corruption, Blessings become reusable. The character does not have to sacrifice POW to regain a Blessing they have received. Instead they now use their power points instead of their POW to access and use the Blessing. To gain a new Blessing they have never had access to before however, they will still need to initially sacrifice POW in order to first gain the new Blessing. Once the Blessing has been gained, the player can then use their power points to use a Blessing in the same way they would use their power points when casting spells. This privilege is lost however if the character gains enough Corruption points to lower the difference between their Honour and Corruption by less than 100 allegiance points.

The one who bestows a Blessing will usually be Gamemasters note: Player characters someone in authority (a King, Elven lord, Wizard, should not be permitted to use an individual Blessing Shaman, Priest, Chieftain etc) whom the player more than once per game session. If they know characters assisted in their struggles against the multiple Blessings, they should only be permitted to forces of the Shadow. Through a ceremony or use each one once per game session. Blessings are ritual, this person of authority will call upon the Vala e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.17


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particularly powerful ‘spells’ and therefore should only be called upon in times of dire need.

BLESSING OF AULE Aulë the Smith

MINIMUM REQUIREMENTS TO BE BLESSED Anyone who is not of corrupt allegiance can receive and use a Blessing. No character of a corrupt nature, where their Corruption is 20 allegiance points higher than their Honour, will be blessed by the Vala. For the Valar are aware of any attempt to attune to their residual power, through the vibrations of the Ainulindalë. If the one wishing to be blessed is not worthy of the Valar’s attentions (gamemasters discretion or if the character has too low of an Honour allegiance score or too high of a Corruption allegiance score), then they will not gain access to a Blessing. The character will not be able to attempt to attune to the residual power of the Valar again until they raise their Honour allegiance by 5 more points.

Range: Touch Duration: Instantaneous POW Cost: 1 POW Spell Speciality: Secret Fire The Blessing of Aulë draws on the residual power of Aulë the Smith, the Vala who created the Dwarves and is the Guardian of Forging and Crafting. It grants a +50% bonus to a single Smithcraft skill roll and a +50% bonus a single roll in any one other of their crafting skills. If either the target or the giver of this blessing is a Dwarf (or if both are Dwarves), the target’s Smithcraft skill roll bonus is +80% (instead of +50%). In order to gain the use of this blessing, the caster must first sacrifice 1 point of POW in order to attune to the residual power of Vala Aulë.

Blessings may not be granted to servants of the Enemy. No servant of the Enemy or person of corrupt allegiance (ie having 20 allegiance points of Corruption more than they have Honour) will be able to gain a Blessing or receive the effects of a Blessing by another.

USEING A BLESSING Once a Blessing has been gained, it may be used whenever the player character chooses to use it. They simply state to the gamemaster that they wish to use their Blessing. There is no skill roll to activate a Blessing, it simply activates when the player wishes it to. Once a Blessing has been used, it is gone (unless their Honour is 100 allegiance points higher than their Corruption). In order for a player character to regain that Blessing again they will need to sacrifice permanent POW each time they desire to be Blessed. A player character may use their Blessing to aid another, but the target of the Blessing must be eligible to receive the Blessing (see Minimum Requirements to be Blessed above). If the target does not meet the minimum requirements to be blessed, they will not receive the Blessing. The player character who wished to bestow the Blessing does not lose it as the Blessing is simply not granted by the Vala to the player character’s target.

BLESSING OF ELBERETH

(Light of Earendil) Varda (Elbereth) the Exalted

Range: Touch Duration: 30 minutes POW Cost: 2 POW Spell Speciality: Secret Fire This Blessing of Elbereth (which is also known as the “Light of Eärendil”) draws on the residual power of Varda the Exalted, known in the Sindarin tongue as Elbereth. It is invoked through calling the traditional plea, ‘A Elbereth Gilthoniel!’ This blessing grants a temporary bonus to the recipient’s ability to resist Dark Sorcery spells and their effects. Whilst this blessing is in effect, the following applies: i) if the recipient is required to undertake any Resistance Table roll to resist an attempt through the use of any Dark Sorcery spell to dominate, command or incapacitate them, the recipient receives a bonus of +50% to their Resistance Table roll. ii) if the recipient is attacked by any Dark Sorcery spell that does damage (such as Blast of Sorcery), they are considered to have 8 points of magical armour surrounding their entire body. This armour will be in addition to any armour worn and also any other magical armour derived through spells such as Protection. This armour only defends against damage resulting from Dark Sorcery spells however. If either the target or the caster is an Elf (or if both are Elves), then the following applies instead:

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i) if the Elf is required to undertake any Resistance Table roll to resist an attempt to dominate, command, or incapacitate them, through the use of any Dark Sorcery spell, the recipient receives a bonus of +80% to their Resistance Table roll. ii) if the Elf is attacked by any Dark Sorcery spell that does damage (such as Blast of Sorcery), they are considered to have 12 points of magical armour surrounding their entire body. This armour will be in addition to any armour worn and also any other magical armour derived through spells such as Protection. This armour only defends against damage resulting from Dark Sorcery spells. If the Sorcery powers from Chapter 4 of the BRP Rulebook are also being used in the game, the Blessing of Elbereth will also grant the recipient a bonus of +50% (+80% for Elves) to any Resistance Table roll when resisting the effects of Sorcery. Finally, in addition to all the above, Varda is the giver of the stars. As such, this Blessing will also bestow light to any in a dark place. In such darkness, an ambient light will break forth, the light of starlight illuminating a dark, clear night. By such light a person can see clearly enough to avoid obstacles and pitfalls. In addition, the creatures of Darkness will fear this light and flee from it. This starlight will remain for the duration of the Blessing and will be centred on the one who is blessed by Varda. For this reason, this Blessing has also become known as the Light of Eärendil. A reference to the protection Varda grants through the light emitted by the star of Eärendil.

BLESSING OF OROME Oromë the Great Hunter Range: Touch Duration: 1 hour POW Cost: 2 POW Spell Speciality: Secret Fire The Blessing of Oromë draws on the residual power of Oromë the Great Hunter, the Vala who, it is said, came often to Middle-earth in the days before the Eldar awakened and stocked it with noble animals of all kinds.

mount will also double its normal movement rate. iii) all the recipients ranged combat skills gain a bonus of +50% for the duration of this blessing. Ranged combat skills include any use of a ranged weapon, such as bow’s, slings, thrown items such as spears, knives, rocks etc. In ages past, Oromë was revered by the Men of the North; if either the target or the bestower of the blessing is Rohiric, Dúnadan, Eriadoran, Lossoth or a Mannish native of Rhovanion (i.e. Beorning, Dorwinrim, Northman or a Woodman of Rhovanion) the target instead receives a +80% bonus to all their ranged combat skills for the duration of this blessing.

BLESSING OF MANWE Manwë the Elder King of Arda Range: Touch Duration: Instantaneous POW Cost: 3 POW Spell Speciality: Secret Fire The Blessing of Manwë draws on the residual power of Manwë the Elder King of Arda. Manwë is the eldest of the Ainur, and the one that best understood the will of Eru. When Melkor created the discord in the Music of the Ainur, Manwë took over leading the song. When Arda was formed, Manwë was appointed Ruler of Arda, hence his most common title, the Elder King. All souls, upon death, pass through the Halls of Waiting. The Wise know that the souls of the Elves await their time before returning renewed to be reborn into the world. The Wise also know that the souls of Men abide for a short time within the Halls of Waiting and then pass beyond Arda into Heaven never to return. Of the souls of Dwarves and Hobbits the Wise do not know, but suspect that they follow the fate that follows the dead of either the Elves or Men. This Blessing calls upon Manwë to intercede with Mandos on behalf of the recently deceased and ask that the soul of the recently departed be sent back from the Halls of Waiting to reinhabit its former body.

The soul of the recently deceased must have their body hale in order to return into it. A body still damaged by the wounds of combat, or destroyed by While this blessing is active, it grants the following fire, will not house again its departed soul. Nor will a boons: body that has started to see decay. Therefore, before this blessing can be granted, the body of the i) a +50% bonus to the recipients Ride, Sense, Spot deceased must be fully healed first. In addition, and Track skills. before decay can set into the body, this blessing must be called for. Therefore, before one hour has ii) the recipient doubles their normal movement rate elapsed after death, this blessing must be given. Any (so for Mannish races, their Movement Rate longer and the body of the deceased will start to goes from 10 to 20). In addition, whilst on a decay and be unable to function again when the soul mount (say a horse or donkey) the recipients returns, seeing death occur a second time. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.19


John 1:5 - The light shines in the darkness, but the darkness has not overcome it.

As Mandos is the Master of Doom for Arda, he may very well deem that the returning of the departed soul is not in keeping with the will of Eru. Mandos council to Manwë regarding the return of the deceased will therefore be that it is not in keeping with Eru’s will. In such circumstances the soul of the deceased will not be sent back from the Halls of Waiting. As such, the chance of resurrection occurring for the deceased will be equal to the deceased characters POW x2 as a Luck roll. If the Luck roll succeeds the deceased will return to their former body and the character will be resurrected. If the Luck roll fails, Mandos has counselled Manwë against the return of the departed for reasons only revealed by Eru. The Valar thus will follow Eru’s will and the soul will not return.

Gamemasters note: this blessing is designed to provide the players and gamemasters with a chance to resurrect their player character should they be killed. Gamemasters should remember that this is a very rare occurrence and only has been recorded when Mandos was moved to pity by the deeds of Lúthien and Beren, granting them both a return to life. As such, Gamemasters should not permit this kind of occurrence unless under the most exceptional circumstances.

BLESSING OF ULMO Ulmo, King of the Sea and Lord of Waters Range: 1 kilometre Duration: Instantaneous POW Cost: 2 POW Spell Speciality: Secret Fire

The fog rises suddenly and within a matter of moments its thickness obscures all vision in a misty cloud and causes sounds to echo from different directions making it very difficult to determine where sounds are coming from. Any Listen skill rolls are considered Difficult to all within the fog and it become impossible to track anyone by any means, including smell. All Track skill rolls used to detect those blessed will be at a penalty of -100% as the moisture if the fog obscures the scent, mixing it with many other odours. The fog will appear initially a distance of 1 kilometre radius around those blessed and then remain in place for 1D3+1 hours. After this period, the fog will start lifting naturally, evaporating first in patches, and then finally dissolving within the last half hour of the duration of the Blessing. This Blessing permits those blessed by its virtue the ability to evade enemies tracking or hunting them, though its thickness also makes it extremely difficult to navigate through the landscape. All Navigate skill rolls for anyone within the fog are considered to be Difficult. Enemies tracking those blessed by this virtue will very quickly lose the trail of their prey and become disoriented and lost. They will also become separated from any of their companions and this additional confusion will hinder the pursuer’s capacity to track their quarry. When the fog finally lifts, the pursuers will be scattered and lost themselves, permitting those blessed by this virtue to escape, unobserved and unmolested.

BLESSING OF MANDOS

The Blessing of Ulmo draws on the residual power of Ulmo the King of the Sea and Lord of Waters. Ulmo was one of the chief architects of Arda and was third in majesty of the Valar, after Manwë and Varda, and therefore he is the third of the Aratar. He is very close friends with Manwë. Before the creation of Arda, when the Ainur sang to their father Ilúvatar (Eru), Ulmo was the best singer and maker of music. His skill at singing translated into the fluidity and versatility of water on Earth, blending with air to form clouds, freezing into ice, the running flow of rivers and mixing in with all aspects of life and landscape. This Blessing permits the concealment of those blessed. When called upon, the Blessing causes water vapour to condense from the air forming a thick fog around those blessed. Effectively it grants the equivalent of a Hide skill of 100% and a Stealth skill of 80% whilst hidden within the fog.

Nàmo (Mandos), Judge of the Dead and the Master of Doom Range: 30 metres Duration: Instantaneous POW Cost: 2 POW Spell Speciality: Secret Fire The Blessing of Mandos draws on the residual power of Nàmo (Mandos) the Judge of the Dead and the Master of Doom and the keeper of the souls of elves. This Blessing allows the bestowal of a protection over the body of a deceased person or animal. The body will decompose as normal, however it will not be able to be interfered with or otherwise violated by such vial acts as necromancy. The fear of Mandos will drive any wishing harm to the body well away from the body of the deceased and will cause nature to cover over the body and provide a place of peace and solemn reflectance. For as long as the body remains (or its skeleton), this Blessing will remain upon it and the landscape immediately

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around its burial or location of rest (in a 30 metre radius around the protected body).

BLESSING OF TULKAS Tulkas, the great warrior of the Valar Range: Touch Duration: 1 hour POW Cost: 2 POW Spell Speciality: Secret Fire The Blessing of Tulkas draws on the residual power of Tulka the Great Warrior of the Valar. He was the last of Vala to descend to Arda, and came to assist in the subjugation and defeat of Melkor. Tulkas fights with no weapons and rides no steed into battle. He delights in contest of strength and laughs in battle. He is a steadfast friend but slow to forgive. While this blessing is active, it grants the following boons: i) a +50% bonus to the recipients Physical skills. ii) the recipient doubles their normal movement rate (so for Mannish races, their Movement Rate goes from 10 to 20). iii) all the recipients Combat skills gain a bonus of +50% for the duration of this blessing. If, however, the recipient is unarmed or armed only with an improvised weapon (see Improvised Weapons Spot Rule on p225 of the BRP core rulebook), their Combat skills are raised to +80% and the recipient gains an additional +1D6 damage bonus for the duration of the blessing. Any attempt to dominate or demoralise the recipient will also fail as they will be too elated by the joy of testing their strength in combat and at routing their enemies and the foes of the Free Peoples.

BLESSING OF LORIEN Irmo (Lórien), Lord of Dreams and Visions Range: 30 metres Duration: Instantaneous POW Cost: 2 POW Spell Speciality: Secret Fire The Blessing of Lórien draws on the residual power of Irmo the Lord of Dreams and Visions. Irmo, also known as Lórien, is one of the Fëanturi, whose dominion is the souls of those that dwell in Ëa. For together with his elder brother Nàmo (Mandos), they are the masters of spirits. Unlike his brother Nàmo he does not pass judgement on the disembodied spirits in Arda nor does he offer prophecies or words of Fate. His pastures are solace, his house is peace; and the groves of

Lórien where Valar and Maiar, and Iluvatar’s Firstborn go to ease the burden of Arda, are dreamlike in their harmony. His place is called Lorien and thus his name, as the Lord of Lorien, is often simply remembered in Middle-earth as Lorien. His name in the Quenya language of the Elves of Valinor however is Irmo. He is sixth of the Lords of the Valar, but yet is not one of the Aratar. This Blessing bestows on the blessed, and all those friendly to them within a 30 metre radius, a renewal of body and spirit. Any fatigue or diminished willpower is instantly fully recovered. In game terms this means that all those allied to the one blessed, within a 30 metre radius around them, have all their lost Fatigue Points and Power Points instantly restored to their full value. If their POW or CON have been wounded by the vile sorceries of the Shadow these too will be healed instantly. This is a very powerful blessing that renews both the body and spirit. When the blessing is granted, it appears to all present as though a strong breeze suddenly springs up for the West and swirls around them. Even within doors or underground, it will be as though a fresh breeze suddenly greets those blessed and they feel renewed and invigorated.

BLESSING OF YAVANNA Yavanna, Queen of the Earth and Giver of Fruits Range: 1 kilometre Duration: Permanent POW Cost: 2 POW Spell Speciality: Secret Fire The Blessing of Yavanna draws on the residual power of Yavanna the Queen of the Earth and Giver of Fruits. Yavanna Kementári, Queen of the Earth and Giver of Fruits, is spouse of Aulë. She created the Two Trees, and is responsible for the Olvar and Kelvar (plants and animals). After Eru allowed Aulë's creations, the Dwarves, to survive, Yavanna feared that they would cut down all the trees in Middle-earth. Aulë, in reply, told her that even Elves and Men, the true Children of Ilúvatar would have need of her trees as well. Yavanna lamented to Manwë, questioning whether anything she had made would be free from the dominion of others. Manwë brought her concerns before Ilúvatar in prayer, and Eru did indeed have pity upon Yavanna: He answered her plea by creating the Ents to protect the trees. The Blessing of Yavanna brings growth and restoration to the land. Blighted lands will heal and restore, over time, to their healthy state. Over time too, natural creatures of the wild, untainted by the Shadow, will return to the healed landscape. Blighted crops will produce healthy and fruitful produce and even though weeds and brambles may still be

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present within the landscape, these will be of natural varieties untainted by the blight of the Shadow. Such a change takes time however, and that time is dependent upon how long the Shadow has held sway over the landscape. The healing may take a season, or it may take years but certainly within a year a very visible change will be present within the landscape where this blessing has been granted. The area of affect of this blessing will extend 1 kilometre in a radius around the one who calls for the blessing. The effects of this blessing is permanent, however should the Shadow take sway over the area again, it will become blighted over time. For this reason, the influence (or cause) of the Shadow must first be blunted before this blessing can be called for, otherwise its effects will be pointless.

BLESSING OF ESTE Estë, healer of hurts and of weariness Range: Touch Duration: 1 hour minimum POW Cost: 3 POW Spell Speciality: Secret Fire The Blessing of Estë draws on the residual power of Estë the “healer of hurts and of weariness”. Referred to as the Gentle, her name means Rest. "Grey is her raiment, and rest her gift." She is the wife of Irmo, and lives with him in his Gardens of Lórien in Valinor. She sleeps at day on the island in the Lake Lorellin. This Blessing bestows on the blessed a renewal of body. Any wound is fully recovered. In game terms this means that the one touched has all their lost Hit Points restored to their full value. If they have been wounded by the vile sorceries of the Shadow (such as in the case of a Morgul wound) this too will be fully healed. If they have suffered wounding to their STR, CON or POW (in fact, to any of their Characteristics), such as through the effects of disease, poisons or vile sorceries, these too will be fully healed back to their original Characteristic values.

The blessing itself is instantaneous; however the one blessed will fall into a deep sleep for some time. The amount of time they remain asleep depends upon the degree of damage they have suffered. As a rule of thumb, gamemaster’s should assign 1 hours sleep to heal and regain each lost Characteristic point, and around 1 hours sleep to regain all lost Hit Points. Thus the one blessed could be asleep from anywhere for one hour to several days. This blessing will not raise the dead.

BLESSING OF VAIRE Vairë the Weaver Range: 30 metres Duration: Instantaneous POW Cost: 3 POW Spell Speciality: Secret Fire The Blessing of Vairë draws on the residual power of Vairë the Weaver. She is the wife of Mandos, and is responsible for weaving the story of the World. Vairë is counted among the Valier, the Queens of the Valar; though not as great in power or prestige as some. Her "storied webs" cover the Halls of Mandos, where she lives. With the passage of time and its many ages, her woven tapestries are expanding and will in time cover all of the walls of the Halls of the Dead. Through this blessing, one gains insight into the life of another. The major events of that individual’s life may suddenly pass before the eyes of the one seeking the blessing. These events, if revealed, appear as rapidly moving visions. The visions focus on the major deeds of moral choice undertaken by the individual examined, deeds fair or foul. In this way, the one seeking the Blessing of Vairë may discern quickly if the individual is worthy of trust or a servant of the Enemy. They may even be able to learn hidden secrets surrounding that individual’s actions, desires and schemes. This blessing is not automatic however, as the one seeking the Blessing of Vairë must first overcome their intended target’s POW with their own in a resistance roll on the Resistance Table. Success means that the seeker of Vairë’s Blessing will gain a sense of the moral character of their target, discerning if they are either fair or foul. A special success will reveal the major moral choices their target has made in life, thus gaining insight into just what kind of person they are dealing with. A critical success will reveal not only the same information as a special success, but will also reveal hidden secrets of the individual under examination (gamemaster’s are left to embellish just what may be revealed and what remains hidden). A failure or fumble on the Resistance Table results in no information being

This is a very powerful blessing that renews both the body and spirit. When the blessing is granted, the one touched will fall instantly into a deep sleep and their body will begin to glow with a faint ethereal light. Their wounds will heal and their body will be restored when they awaken. This blessing will not replace lost limbs however, unless the severed part is present and held against the body. At which time it will seem as though a shining dust surrounds the severed part as it reattaches itself perfectly to the body again. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.22


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gathered regarding the individual they are wishing to discern more about.

BLESSING OF NESSA Nessa, the Dancer Range: Touch Duration: 1 hour POW Cost: 1 POW Spell Speciality: Secret Fire The Blessing of Nessa draws on the residual power of Nessa the Dancer. She is the wife of Tulkas and is noted for her agility and speed, able to outrun the deer who follow her in the wild, and for her love of dancing on the ever-green lawns of Valinor. When called upon, this Blessing grants the one blessed with an increase in their speed. For the duration of the blessing, the recipient gains the ability to run ceaselessly without fatigue. Their movement rate becomes double that of their normal running rate for that hour and no Fatigue Points are expended.

of the Shadow, but are not minions of its will (such as Shades or the spirits of those who have fallen into despair and been trapped within the mortal world when they died), will be released from their imprisonment within the physical realm and freed to pass beyond the Vale. Fell Spirits and other spirit minions of the Shadow (Fell Spirits, Dark-waters, Ghosts, Mewlips, Ghouls, Shades, Spectres, Fell Watch-stones, and Wights) may also be cast from the physical realm. To do this, the one seeking Nienna’s Blessing must first overcome the spirit being’s POW with their own in a resistance roll on the Resistance Table. Success means that the spirit is instantly cast from the physical realm. The one seeking the blessing may attempt to cast out all such beings, one at a time, that are within range of the blessing (i.e. 30 metre radius around the one being blessed).

In addition, whilst the blessing lasts, the recipient instantly increases their DEX to the maximum DEX possible for their race. For men, this means that their DEX will instantly become 21. Once this Blessing ceases the recipients DEX and running movement rate will return to normal again.

Secondly, should the one seeking the blessing posses the Songs of Power spellcasting method, they may engage in song whilst seeking Nienna’s Blessing. Their song will seem as a song of hope protecting against the effects of the Black Breath and reviving those who have fallen under its darkness. All within the blessings range of the singer (i.e. 30 metre radius around the one being blessed) will be protected or revived by this blessing. The singer is free to move about whilst their song lasts, and all within range will be protected or revived. The song lasts for no longer than 1 turn.

BLESSING OF NIENNA

BLESSING OF MELIAN

(Girdle of Melian)

Nienna, She who weeps

Melian the Maia

Range: 30 metres Duration: Instantaneous POW Cost: 3 POW Spell Speciality: Secret Fire The Blessing of Nienna draws on the residual power of Nienna. Her name means “She who weeps.” She lives in the far West of Arda, grieves for the suffering of the world, and comforts the spirits of the dead who wait in the halls of Mandos. Nienna is considered one of the most powerful of the female Valar, alongside Varda and Yavanna. Although she represents Mercy, Compassion and Healing, her powers seem to include growth, as she was instrumental, together with Yavanna, in making the Two Trees. Nienna’s Blessing can be granted in one of two ways, depending upon the request of the one interceding for the blessing. Firstly, it has the power to release trouble spirits from their bondage or binding to an area. In this way, the spirits of those who are under the bondage

Range: 100 metres Duration: 1 hour POW Cost: 3 POW Spellcasting Method: Song of Power only Restrictions: Elves and Dúnedain only Spell Speciality: Secret Fire The Girdle of Melian draws on the residual power the Maia Melian and is only available to Elven and Dúnedain player characters. This blessing is a much weaker version, and a shadow of the power that Melian used to defend Doriath in Beleriand. Melian is a Maia of the race of the Ainur. She served both Vána and Estë. Among all, none were more wise, more beautiful, nor more skilled in singing enchanting songs than Melian. Nightingales went with her wherever she went, and she taught them their song. When the Elves awoke on the shore of Cuiviénen she departed from Valinor and went to Middle-earth, where she filled its silence with her singing and the singing of her birds. While in the

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forest of Nan Elmoth she met and fell in love with the Elven-king Elu Thingol, and later she ruled the kingdom of Doriath by his side. She was the mother of Lúthien, and Melian's main line of descent is of the half-elven, and through her daughter the Maian blood passed to both Elves and Men. The Girdle of Melian is only available as a blessing if the one seeking the blessing is able to utilise the Song of Power spell casting method. It takes 5 minutes to sing this blessing, and the singer must touch the ground designated to be the centre of the blessing at some time during the song. Once the song has been sung, an area 30 metres in radius around where the caster touched the ground will come under the protection of the Girdle. Whilst the Girdle is active, any creature of the Shadow that attempts to entre that area will become dazed, confused and disoriented, at which time it will wonder away from the area of the Girdle and be unable to return to that area whilst this blessing remains active. The Girdle does not prevent wild animals from entering the blessed area only creatures of the Shadow are prevented from entering. The Girdle also prevents any creature of Shadow from remembering what they see, smell or hear of anything inside the Girdle. So such creatures will not immediately return to the area of the Girdle once the Girdle is no longer active. The Girdle will be active for 1 hour after the song has been completed. However the singer, and others assisting the singer by joining in the singing, may extend the duration of the Girdle by expending power points. For every 1 power point expended during the song, the Girdle’s duration will be extended an additional hour. For example, if the singer expends two power points during the singing of this blessing, the total duration of the Girdle will be three hours. In addition, the singer can chose to increase the area that is protected by the Girdle. For every power point expended during the singing of this Blessing, the Girdle can be extended 10 metres in radius. For example, if the singer expends ten power points during the singing of this blessing to increase the Girdles area of effect, the radius of the Girdle will grow by 100 metres (for a total radius of 200 metres around the Girdle’s point of origin). The singer or his companions are free to enter and leave the Girdle whilst it is active, but once outside the Girdle’s defence, they can be tracked, found and attacked by any creature of Shadow.

CALL FELL BEASTS [DARK SORCERY] Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Speciality: Dark Sorcery Spellcasting Method: Standard, Song This spell allows a sorcerer to call to their side fell beasts and birds, creatures that are tainted by the Shadow (Crebain, Dire Wolves, Giant Spiders, Wargs, etc.). When cast the sorcerer should specify the type of creature to be summoned, otherwise every fell creature within the range of the spell, that is able to travel, will be summoned (this however may be the sorcerers desire and so being specific is not necessary). Any fell creature within the range of the spell, fitting the description of the creature type to be summoned, will make their best possible speed to the caster whilst the spell remains in effect. Some fell creatures, such as the Watcher in the Water will only be able to travel through water and so may not be able to comply with the summons. Once they arrive at the sorcerer’s location, they will wait near him until the duration of the spell expires, at which time they will go about their normal activities. This spell can be highly dangerous to sorcerers without great power and the means to defend themselves. Many fell beasts summoned by this spell turn wrathful when compelled to do anything at all, even if it consists of no more than travelling to the sorcerer’s side. These creatures often have their own dark agenda and will not readily comply with the sorcerer’s wishes. Those vile enough to cast this spell may be able to bargain with those they summon on equal footing, offering treasures, slaves, or other valuable considerations in return for services rendered to the sorcerer. This spell confers no ability to command these fell creatures. If the sorcerer asks the summoned beasts to perform some task, the creatures will likely not understand the caster. Spells like Beast Speech or Animal Messenger would need to be utilised in order to communicate with these creatures. Additional levels in this spell can be used to either increase the range, or the duration, of the spell.

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CALLING

Anyone under the effects of this spell will gain temporarily a +05% bonus to their Hide and Stealth skills. In addition, all Spot rolls made against them are considered to be Difficult. Once the effects of this spell wear off they will lose the effects of being camouflaged thereby also losing the temporary skill bonuses granted by this spell.

Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Mysticism Spellcasting Method: Standard With this spell, the caster can grant to another person the ability to call upon them, even over vast distances, to seek the spell casters aid. The caster must touch the recipient of this spell and intone over them for one minute for this spell to take effect. From that time on however, the recipient will be able to call on the spell caster wherever they are within Middle-earth. The recipient makes use of this spell by calling out the spell casters name whilst wishing the spell caster to hear them. Wherever the spell caster is located within Middle-earth they will suddenly hear the voice of the one calling them as though that voice is nearby them. The spell caster will instantly know who is calling them, and knows that person is in peril – and roughly what type of peril is besetting them – regardless of how far away the caller is. The caster will also have a good idea of where the caller is located at the time the caller is crying out their name. Of course the distance to the caller will affect the casters ability to provide the caller with timely aid as the spell caster will still need to travel to the location where the caller uttered the casters name. In addition, if the caller has been moved from the location where they called out the casters name, the caster will not be aware of this. The caller will need to call out the casters name again for the spell caster to again know where the caller is currently located.

CHANGE HUE Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Additional levels can be used to increase the duration of this spell by an additional 15 minutes for each level of the spell. Also a caster can increase the bonus granted to their Hide and Stealth skill rolls by an additional +05% per level of this spell. This spell works best in natural environments, and so anyone casting this spell in the streets of Minas Tirith will not only appear very strange, changing to hues of stone, they may even draw attention to themselves.

CLOAK OF SHADOW Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard, Song This spell is not the work of Dark Sorcery, despite what the name might suggest. It dims the outline of the caster, blending their edges into the shadows. The caster then becomes harder to see when they are hiding in shadow. The spellcaster can cast this spell on others, by touching them. For the duration of this spell anyone affected by it gains a bonus of +05% to their Hide and Stealth skill rolls when they are hiding in the shadows. In addition, all Spot rolls made against them are considered to be Difficult. This is all contingent on the caster, or someone having the Cloak of Shadow upon them, remaining in the shadows. Should they venture into the open, where there are no shadows, they will be as easy to spot as any other person. Additional levels in this spell can be used to increase its duration. Also a caster can increase the bonus granted to their Hide and Stealth skill rolls by an additional +05% per level of this spell.

Spellcasting Method: Standard Through this spell, a spell caster can alter the colour of a targets skin, hair, eyes, and even clothing. Within the duration of the spell the caster, or their target, may change the hues of any or all of these things as often as they desire to. This change of colour aids in the camouflage of the caster when they are located outdoors in the natural environment. The spellcaster can cast this on another person by touching them.

Regardless of how many levels they place into this spell, if they venture out of the shadows, they will become as easy to spot as a person not under the cover of Cloak of Shadow.

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CLOUD BREAK

COLD-WARD

Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Air and Storm

Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Air and Storm

Spellcasting Method: Standard, Song

Spellcasting Method: Standard

Even in the darkest times, the breaking of sunlight through the clouds can encourage those of the Free Peoples, emboldening them and giving them hope. The Wise know that this spell can change the fortunes of battle, granting strength of will to those who resist the shadow.

This handy spell first appeared in the North of Middleearth in the days when the Númenorean kingdoms traded and exchanged knowledge with the Lossoth of Forochel. It combines the magical skill of the Dúnedain with the survival craft of the Snowmen, and it protects the caster from all effects of cold and falling snow. It does not alter the weather itself, but instead forms a protective barrier against the elements around the caster.

This spell opens the thickest of cloudbanks to allow through a little sunlight (or moon and starlight during the night). As such, it can be used to punch a gap through clouds formed by Veiling Shadow. The gap is a 30 meter diameter hole in the cloud that allows sunlight to fall to the earth, centring on the spellcaster. Where this sunlight falls, the caster and their allies will not be affected by darkness or semi-darkness (refer to Spot Rules: Darkness on page 220 of the BRP Rulebook for more details). For the duration of the spell, whilst they remain in the sunlight, they will receive a +30% bonus to all characteristic and resistance rolls as their hope is renewed and strengthened. Any creature of Darkness that enters the area of light and that is adversely affected by the light from the sun (such as Orcs and Trolls) will suffer the penalties for being exposed to sunlight. For example, in the case of a number of Troll species, they will instantly be turned to stone. Additional levels in this spell can be used to increase the duration of the spell by an extra 15 minutes per level, or the area of sunlight by an increase of +30 meters diameter per level of the spell.

COLD BLAST

Unfortunately, this spell cannot protect against focused bursts of ice and intense cold. So it will not provide protection against spells like Blast of Cold, Cold Blast or Ice Spray. This spell will also become ineffective if the icy winds of the north become too strong (i.e. Windstorm or stronger winds, refer to the Spot Rule: Weather Conditions – Winds on page 235ff of the BRP Rulebook for more details). The spellcaster can cast this on another person by touching them. Additional levels in this spell can be used to increase the duration of the spell by one extra hour per level. Anyone under the effects of this spell will not suffer from exposure to cold weather (as detailed in Spot Rule: Cold, Exposure, Hunger and Thirst on page 219 of the BRP Rulebook)

COMMAND [DARK SORCERY] Range: Within the targets hearing distance Duration: 1 hour Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery Spellcasting Method: Standard, Song

Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Water Spellcasting Method: Standard, Runes This spell is exactly the same as the Blast spell on page 94 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The blast produced by this spell is a bolt of cold air and ice.

This dreadful spell, one of the vilest and most manipulative known to sorcerers, allows the caster to overwhelm the will of another, dominating their mind and forcing them to do the caster’s bidding. The effect may seem gentle – seemingly kindly and wise advice, fine oratory from an elegant and powerful speaker, gentle words spoken by a passing stranger – but the effect is nothing less than the ultimate power of the Shadow. Depending upon the force of power exerted by the caster (i.e. how many levels they use to power this spell), the effects will be subtle – the target will

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believe that what has been said is their very own opinion or view – to overt – the target acts as though they are within a deep trance. The target must be within the range of hearing of the caster, and must be able to properly hear the casters voice. The casters voice cannot be muffled, or the target may miss some of the words spoken and the spell will not work. Once the caster has successfully cast this spell, they must then attempt to overcome their target. This is done by the caster matching their POW against the targets INT on the Resistance Table. If the caster loses the Resistance Table roll, the target, through strength of will and conviction, shakes off the spell and any influence the caster wished to have over the target. If the caster succeeds in the Resistance Table roll, the target falls under the casters influence for the duration of the spell. This influence will be subtle – the target will believe the caster to be full of wise and persuasive advice and good guidance and will be inclined to agree with the caster and follow their council. At the end of the spell, the target will not realise that they have been under the subtle sway of the caster. By repeated use of this spell the sorcerers guile can be shown as the target falls more and more under the control of the caster. The caster may also chose to increase the levels used for this spell. For every additional level of this spell, the caster can do the following: I.

Add an additional 1 hour to the duration of the spell, or

II.

Add another target to be influenced at the same time, or

III.

Add +05% to the casters chance of success on the Resistance Table roll to overcome the targets INT.

Any additional targets added to this spell must be dominated individually by the caster, using the casters POW against each targets INT on the Resistance Table. The effects of this spell become more overt on the target as the caster places more levels into its success. If the caster adds levels in order to gain a bonus on the Resistance Table roll (option iii above), and this ends up giving the caster a chance for success on the Resistance Table of 70% or more to dominate the target, then the target will become mesmerised by the spell if the caster succeeds in their Resistance Table roll.

Gamemasters note: this spell is different from Voice of Command and Word of Command.

CORRUPT SURFACE [DARK SORCERY] Range: Touch Duration: 5 combat rounds Power Point Cost Per Level: 2 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery Spellcasting Method: Standard This powerful sorcery wears away at any single, discrete, contiguous, solid surface on which it is cast, be it of wood, stone, metal or even flesh. Some examples of a contiguous surface include a single door, a chair, a table, or a hit location. In the case of inanimate objects, this spell will do 1D3 points of damage every combat round, for a total of five combat rounds. Only magical forms of protection will help to protect it from damage. If the target of this spell is a living creature or person, they must pass a Stamina roll every combat round until Corrupt Surface expires. If they fail the roll, they will suffer 1D3 points of damage to the hit location affected by the spell. This damage eats through armour first (including natural armour) before damaging any hit points at that affected hit location, so a Stamina roll is required only when the flesh is affected. All armour damaged by this spell is destroyed when its armour points reach zero. This sorcerous damage is caused through a manifestation of a powerful corrosive over the surface of the target. Immersing the target of this spell in water stops its progress; in effect, it negates any further power it has to cause damage. In the case of a structure, dousing a large area is sufficient to stop any further damage. Additional levels in this spell can be used to increase the corrosive damage of this spell by +1D3 per level.

COUNTERMAGIC Range: 100 metres Duration: 5 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard, Song For the duration of the spell the target becomes This spell is exactly the same as the Countermagic dazed, mesmerised, and must do as the caster spell on page 96 of the Basic Roleplaying Rulebook. says, even if carrying out the orders given could cause the target or other person harm. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.27


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DARK STENCH [DARK SORCERY]

Refer to the Magic section of Chapter 4: Powers, for more information.

Range: Touch Duration: 5 combat rounds Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

CRAFTING-SPELL Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Alteration

Spellcasting Method: Standard, Song

Spellcasting Method: Standard, Runes, Song This spell, favoured by Dwarves (who inscribe it as Runes on their crafting hammers and tools), enhances and augments the caster’s skill as a craftsmen. When cast, it provides a bonus of +5% to any one Craft skill roll (e.g. Carving, Painting, Sculpting, Smithcraft, Stonecraft, Tapestry, Woodcraft, etc) that involves the forging or creation of an item, object, or work of art. Each additional level in this spell grants an additional +5% to the Craft skill roll.

CREATE LIGHT Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light

This vial sorcery enables the sorcerer to exude a cloud of stench that sickens all within it except for him. It affects every living thing within its area of effect, whether friend or foe. The cloud extends up to one metre in radius around the caster and is greenish in colour. Anyone within that cloud must pass a Stamina roll or begin chocking and retching (refer to Spot Rule: Choking, Drowning and Asphyxiation, on page 218 of the BRP rulebook). Once the spell abates, the cloud will dissipate naturally. Additional levels in this spell can be used to increase the range of the cloud by an additional metre per level of the spell. Additional levels can also be used to increase the duration of the spell by an additional combat round per level of the spell.

DETECT FOE Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Secret Fire

Spellcasting Method: Standard, Runes, Song This spell is exactly the same as the Light spell on page 99 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

CREATE DARKNESS

Spellcasting Method: Standard This bit of magical craft helps the caster divine the presence of servants of the Enemy. It was first developed by the Elves to alert them to the presence of Orcs and other foul beings in their woods, and it is presently popular among those Dúnedain who possess dwimmer-craft. When casting Detect Foe, the caster names one type of enemy—Orcs, Wargs, Trolls, or any such. For the duration of the spell, the caster receives a +5% bonus to all Spot and Track skill rolls related to finding their chosen foe. The caster can cast this spell on another person by touching them.

Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light Spellcasting Method: Standard, Runes, Song This spell is exactly the same as the Dark spell on page 96 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

Additional levels in this spell can be used to increase the duration of the spell, or they can be used to increase the boon granted by this spell by an additional 5% per level of the spell.

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DIMINISH [DARK SORCERY]

DISPLAY OF POWER

Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery Spellcasting Method: Standard, Song This spell is exactly the same as the Diminish spell on page 96 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

DISARM

Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Mysticism Spellcasting Method: Standard, Song With this spell, the caster summons forth their power, displaying it in ways that all can see and none will mistake. The effects depend upon the situation and the casters mood: a clap of thunder may crack from in the sky; a fiery wrath will burn in his eyes; they will appear to all watching to grow suddenly larger and more foreboding; or a great light may surround the caster. Many effects are possible, but they will be unmistakeable to all witnessing the event. For the duration of this spell, the caster gains a +20% bonus to all Command and Persuade skill rolls made to communicate with those witnessing the display of the casters power.

Range: 5 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Alteration Spellcasting Method: Standard This spell causes a single target to lose his grip on one weapon or shield (caster’s choice) that he is presently wielding. The item leaps from his hand, and he may not pick it up until the next combat round. If the item is enchanted, the wielder is entitled to a resistance roll against the caster, matching their POW against the casters POW on the Resistance Table. If the caster wins, the spell has its normal effect; if the wielder wins, he retains his grip on the item. The size of the item has no bearing on the effectiveness of the spell. Additional levels in this spell can be used to increase the range of the spell by 5 metres per level, or to add one additional target per level of the spell.

Additional levels in this spell can be used to add an extra +10% bonus on top of the basic bonus granted by this spell. So two levels in this spell will grant a total bonus of +30% to the caster’s Command and Persuade skill rolls. As additional levels are added to this spell, the effects of the display of power will increase and become more dramatic and intimidating to those witnessing it. Examples of such a display include: unnatural darkening of a room, a clouds shadow falling over the caster outdoors, a thunderclap booms from the sky, howling winds swirl around the caster, etc.

DIVINE TRUTHFULNESS Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 3 Spell Speciality: Secret Fire Spellcasting Method: Standard

DISPEL Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard This spell is exactly the same as the Dispel spell on page 96 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

Through this spell the caster may compel another to tell the complete truth. If the caster succeeds in a resistance roll, matching their POW against a target’s INT on the Resistance Table, the target will come under the casters thrall. The target will answer questions put to them as truthfully as possible whilst the spell is in effect. They will be in a trance like state and so can only answer a question directly put to them. The target will not offer information they must be asked direct questions. The target will not speculate answers but will only disclose what they know to be true. Additional levels in this spell can be used to increase the duration of the spell.

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DULLBLADE

The spell caster must overcome the targets CON in a resistance roll using their POW on the Resistance Table for this spell to take effect. Otherwise the caster succeeds in casting the spell, but the target was able to resist its effects.

Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Additional levels in this spell will increase the spells duration with each level adding an additional hour to the spell.

Spellcasting Method: Standard, Runes, Song This spell is exactly the same as the Dull spell on page 97 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. Despite the name, this spell will affect any weapon, not just bladed weapons.

DULL SENSES

ENHANCE FOOD Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Restoration Spellcasting Method: Standard, Song

Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard This spell allows the caster to hamper one target’s ability to sense what is going on around him. The caster must engage their target in a resistance roll matching their POW against the targets POW on the Resistance Table. If the caster succeeds their target will suffers a -5% penalty to all Perception based skills (Insight, Listen, Navigate, Research, Sense, Spot and Track) for the duration of the spell. Dull Senses may be cast on any living creature, including beasts, whether wild, domesticated, or fell. Additional levels in this spell can be used to increase the range of the spell, or its duration, or the penalty inflicted by this spell (at an additional 5% per level).

DUMBNESS [DARK SORCERY] Range: 100 meters Duration: 1 hour Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Speciality: Dark Sorcery Spellcasting Method: Standard, Song This spell strikes a victim dumb. For one hour, the victim will be unable to speak, though they may make muted sounds with their mouth. The victim may also find other ways to communicate through gestures or writing, etc.

This spell, a favourite of travellers, enhances the taste and quality of food. It will even purify spoiled food so that it is edible once again (though perhaps not as tasty as it was when it was fresh). When used to improve food, the spell lasts as long as the food would naturally. It is a reversible spell (Spoil Food) in that it can also be used to cause ale to sour, milk to curdle, spoil meat, etc. When used to spoil food, the effects happen immediately and duration is permanent.

ENSLAVE BEAST [DARK SORCERY] Range: 100 meters Duration: 1 day Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Speciality: Dark Sorcery Spellcasting Method: Standard, Song This spell allows the caster to enslave a single large animal (such as a bear or horse), or two medium animals (such as wolves, dogs, tigers), or a “pack” of small animals (such as a rat pack, bats, fish, or a flock of birds). For the duration of this spell the animals will follow the commands given to them regardless of the danger to themselves. The animals will need to be able to understand the sorcerer before they can be commanded, so the sorcerer will need to also cast Beast Speech to communicate with these animals, otherwise the animals will be enslaved but will not understand the casters commands. In addition, spells like Beast Summoning can aid the caster in gathering the right kind of animals they wish to enslave.

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Additional levels in this spell will add a day’s duration to the spells effects. Also, the caster may add levels to this spell in order to enslave animals larger than the bear or horse. For example, two levels of this spell could be used to enslave a creature the size of a whale. Three levels of this spell could be used to enslave a beast the size of a Mûmak.

EVOKE AWE Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Secret Fire Spellcasting Method: Standard This spell functions identically to Evoke Fear, but it is not a form of Dark Sorcery. This spell only works to inspire awe and dread in those who serve the Shadow and are confronted by the caster. All who serve the Shadow witnessing the caster under the effects of this spell must make a Difficult Luck Roll or become intimidated by fear. If the Luck Roll is a fumble, the target will become incapacitated by fear.

ENTANGLE Range: 30 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds Spellcasting Method: Standard, Song This spell creates an area where plants suddenly grow wild and entangle anything within their grasp. If the strength of these entangling plants is not resisted, any creature within the area of effect of the spell will become ensnared and captured within the web of tangled plants. The area of entanglement is one metre in diameter. Casters can use levels of this spell to affect an area one metre in diameter per level of Entangle. Alternatively the caster can use levels to increase the strength of entanglement. For each level of this spell, the combined STR of the plants will equal a total of 5 points of STR. So, for example, three levels of this spell will cause an effected area 3 metres in diameter with a combined STR of 5, or will create entangling plants 1 metre in diameter with a combined STR of 15. Levels can be combined to cause various effects, such as five levels can be used to cause plants in a two metre diameter to entangle with a STR of 15. The plant growth is sudden (consider it to be instant in its effect) and the duration of the spell is one minute. Additional levels of this spell may also be used to increase to duration of the spell by an additional minute per level. Any creature within the area of effect must use their STR to overcome the entangling plants STR on the Resistance Table, or be held fast and completely unable to move their limbs, body or head. If they succeed in the resistance roll, they break free of the plants and can escape. However a resistance roll must be made for every entangled metre the creature passes through in order to leave the area of affect of this spell. Once the spell ceases, the plants will quickly unwind releasing any entangled captive.

Also for the duration of this spell, the caster gains a +50% bonus to all Command and Persuade skill rolls made to communicate with those of the Free Peoples witnessing this display of awe. If these Free Peoples are suffering from the effects of fear, this spell will break that fear and provide encouragement and strength of will when it is most needed. Thus it will cancel the effects of the Evoke Fear spell. The subtle magic of Middle-earth will reflect the use of this spell. A shaft of light may break through the clouds and fall on the caster; a warm breeze may suddenly blow in from the West breaking a chill in the air, or the like. Additional levels in this spell can be used to add an extra +10% bonus on top of the basic bonus granted by this spell. So two levels in this spell will grant a total bonus of +60% to the caster’s Command and Persuade skill rolls to influence the Free Peoples. As additional levels are added to this spell, the effects of the display of power will increase and become more dramatic and intimidating/awe inspiring to those witnessing it.

EVOKE FEAR [DARK SORCERY] Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery Spellcasting Method: Standard This dreadful spell of sorcery inspires terror within the hearts of anyone the spell caster confronts. This spell functions identically to Evoke Awe, but it is not a form of Secret Fire. This spell only works to inspire fear and dread in those of the Free Peoples who are confronted by the caster. All Free Peoples witnessing the caster under the effects of this spell must make a

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Difficult Luck Roll or become intimidated by fear. If the Luck Roll is a fumble, the target will become incapacitated by fear. Also for the duration of this spell, the caster gains a +10% bonus to all Command and Persuade skill rolls made to communicate with those who serve the Shadow witnessing this display of awe. If those serving the Shadow are suffering from the effects of fear, this spell will break that fear and provide intimidation, coercion and command, forcing them to overcome their fear. Thus it will cancel the effects of the Evoke Awe spell. The subtle magic of Middle-earth will reflect the use of this spell. Storm clouds gather over the caster and thunder rumbles from on high; a chill wind blows in from the East or North; plants wither around the caster, or the like. Additional levels in this spell can be used to add an extra +05% bonus on top of the basic bonus granted by this spell. So two levels in this spell will grant a total bonus of +15% to the caster’s Command and Persuade skill rolls to influence those who serve the Shadow. As additional levels are added to this spell, the effects of the display of power will increase and become more dramatic and intimidating/fearful to those witnessing it.

The effects of a prohibition and exclusion can be twofold: i) Firstly, anyone prohibited from entering must first overcome the power points that have been invested into this spell. The prohibited person must match their current power points against the spells power points in a Resistance Table roll. In order to pass through (or open the lock) the prohibited person must engage in spirit combat with the spell as though the spell where a ghost (refer to ghostly combat on page 343 of the BRP Rulebook). Failure will mean that the prohibited person will lose power points and not be able to pass. If the prohibited person succeeds, the spell will lose power points and the prohibited person will be able to pass through the exclusion. In this way, the spells potency may be reduced in strength. ii) Secondly, anyone who breaks through the prohibition may also come under the effects of a curse, if a curse has been placed through using this spell. Spell casters usually leave a message proclaiming the curse when the cast the Exclusion spell. Such a curse may be engraved on the door or a crypt inscribing a warning that all who entre will suffer the curse. In order for this spell to have any potency, the caster must invest power points into it. Each level of the spell invests 1 power point into the spells potency to resist any prohibited person (as detailed in I above). Spell levels may be added over time to any existing Exclusion spell the caster has previously cast. In this way, the spells potency may be increased, or refreshed over time.

EXCLUSION Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard, Runes This spell is a favourite amongst the Dwarves who use it as Runes to protect their halls and their treasures. It works a prohibition and exclusion upon those the caster does not wish to enter the area (or door, open a lock, or the like). The caster places the spell upon the area, door, or thing they wish to protect, and the caster defines who may entre (or open, etc) though it. Possible definitions include ‘no one,’ ‘anyone who has received my permission,’ ‘any Elf,’ or the like.

The spell caster also has another intriguing option. They may attempt to place a curse on anyone breaking the exclusion. To do this the caster must sacrifice 1 point of POW at the time of the casting of the spell. This will cause a specific curse to be laid on the place (or object) of exclusion. Any prohibited person who violates the exclusion (as detailed in I above) must then succeed in a Luck roll or be cursed. The nature of the curse should be determined with the gamemaster’s guidance, but will be mild in effect.

The definition must be such that anyone can easily determine who does and does not qualify to pass through. The spell cannot be used as a way of detecting things the average person could not know. For example, the caster cannot define the spell by stating: ‘Anyone who serves the Shadow may enter freely.’ Since the average person cannot quickly or easily determine whether someone serves the Shadow, the exclusion is too vague and variable. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.32


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FARSEEING

FAIR-SEEMING [DARK SORCERY]

Range: Touch Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Mysticism Spellcasting Method: Standard, Song This potent spell allows a caster to see places far away. To cast it, the spell caster requires a reflective surface – a pool of calm water, a mirror, a bowl of water, or the like. The spell will show any location within 100 kilometres that the caster can mentally navigate to (i.e. the caster must be able to mentally trace a path from where they currently are to the place they wish to scry). This spell only grants sight to a designated area, not a person. To find a specific person in that area, the caster would then need to undertake Spot and/or Track skill rolls to mentally track that person across the landscape. All such skill rolls would be considered to be Difficult. The only exception to this would be if the caster was summoned by the Calling spell. In such a case the caster would be able to fairly quickly scry the location of the person calling them as long as that person is in the current range of the spell. If the person using the Calling spell is beyond the current range of the Farseeing spell, the caster will not be able to view the caller unless they can place enough levels into Farseeing to reach the distance to the caller. The caster cannot hear any sound from the location they are scrying, and the visibility will be limited by the ambient light that exists in the area they are remotely viewing. So if the location is covered in thick fog, or the caster is viewing into a dark tunnel or cave that has no illumination, then the caster will be limited in what they can see, possibly seeing nothing at all. Each additional level in this spell adds another 100 kilometres to the spell casters scrying range, so two levels in this spell will give the spell caster a range of 200 kilometres.

Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery Spellcasting Method: Standard The Enemy and his servants have long known that beguilement is sometimes the only way short of brute force to bend the Free Peoples to their will. This sorcery does not alter the physical appearance of the caster, but subtly twists the minds of those who come into contact with him, so that they are more likely to view him favourably—or at least to give him the benefit of the doubt. Fair-seeming temporarily masks the less appealing parts of the sorcerers character (namely the personality traits that reflect their desire for power and control over others, but it can even mask a lack of hygiene) and grants the sorcerer a +5% bonus to all their Communication skills for the duration of the spell. Additional levels in this spell can add to the duration of the spell, or they can be used to increase the boon granted by this spell by an additional 5% per level of the spell.

FARSPEAKING Range: Touch Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Mysticism Spellcasting Method: Standard With this spell the caster can cause their voice to issue from an object that they have touched, such as a mirror, stone, piece of jewellery, etc. The object must be within the current range of the spell and the caster must have touched the object at sometime in the past. The basic range of this spell is 100 kilometres, so for the caster to speak through the object it must be within a 100 kilometre radius of the caster. The object will emit the casters words but does not “speak” itself, nor can it be programmed to repeat the casters words when a given situation arises. The caster must speak through the object in real-time and the conversion is one way only, with the caster doing the talking. The caster can cast Voice of Suasion or Voice of Command through this spell if desired, though their inability to see those to whom the caster is speaking to may hinder in this regard.

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Each additional level in this spell adds another 100 kilometres to the spell casters Farspeaking range, so two levels in this spell will give the spell caster a range of 200 kilometres.

FATIGUE [DARK SORCERY]

FIERY MISSILE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light Spellcasting Method: Standard

Range: 5 metres Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery Spellcasting Method: Standard This work of Sorcery tires the body of a single victim. The target of the spell must pass a Stamina roll to resist its effects. If he succeeds, he suffers no effect. Failure, however, causes the target to become instantly incapacitated by exhaustion, and incapable of any action. If the optional Fatigue Point system is being used, the targets Fatigue Points become negative to the total of their STR+CON. They are not unconscious, but they cannot cast spells or undertake combat actions. Additional levels allow the sorcerer to affect extra targets with this spell.

FIERY BLAST Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Fire, Smoke and Light

This spell, a lesser version of Fiery Blast, grants a caster the power to make small flammable objects, such as pinecones or small branches, burst into flame so that they can be thrown as burning missiles. The caster of this spell can make the colour of these missiles any colour they desire. The caster must use their Throw skill in order to throw the fiery missile at a target to do damage. Each level of this spell produces one missile that does 1D6 fire damage to everything in a circle 1 meter in diameter. Additional levels can be used to make additional missiles, all of which do 1D6 and must be thrown separately, but there must be enough flammable objects close at hand for the caster to pick up and turn into missiles or they will not be able to cast the spell. The spell lasts only 1 combat round. If something is set on fire however, the fire will continue to burn as any normal fire would. This may cause additional damage to anyone or anything within the 1 metre diameter circle, doing 1D4 points of damage each combat round until extinguished. This is particularly nasty if a targets clothing has been set on fire. The spot rules for Fire and Heat on page 223 of the BRP Rulebook will also apply to any object; creature or person set on fire by this spell.

FINDING AND RETURNING

Spellcasting Method: Standard, Runes This spell is exactly the same as the Blast spell on page 94 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The blast produced by this spell is caused by fire. This is particularly nasty if a targets clothing has been set on fire. The spot rules for Fire and Heat on page 223 of the BRP Rulebook will also apply to any object; creature or person set on fire by this spell.

Range: Touch Duration: 1 day per level of spell Power Point Cost Per Level: 2 Spell Speciality: Mysticism Spellcasting Method: Standard, Runes This spell protects a traveller, making it more likely that they can find their way to their destination, safe and unhindered. If cast on an animal (such as a horse, donkey or dog for example) this spell is sometimes known to be called ‘words of guiding.’ The spell effects one target only. Whilst active, it grants the recipient the virtue of a bonus of +20% to all skill rolls for Climb, Knowledge (Wilderness Survival), Navigate, and Swim. It also grants a +20% bonus to all Stamina rolls. Additional levels in this spell can be used to increase its duration (at one extra day per level), and/or to increase the bonus granted by this spell by +05% per

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level. For example, three levels of this spell could be added to increase the duration by one extra day (i.e. two days duration) and the bonus by +10% (for a total of a +30% bonus to the above skills and the travellers Stamina rolls).

FIRE OF UDUN [DARK SORCERY] Range: 15 metres Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 3 Spell Speciality: Dark Sorcery

Persuade or Teach skill rolls for the duration of the spell. This spell will effect a hearth, or campfire sized fire or smaller. Two levels of this spell are needed to affect a small bonfire, and three levels are needed to affect a large bonfire. Larger sized fires will require additional levels, but just how many will be up to the gamemaster to decide. Additional levels in this spell can also be used to either increase the range of the spell by 30 metres per level, or increase the duration of the spell by 15 minutes per level of the spell.

FLAME ARROW

Spellcasting Method: Standard, Song This sorcery calls upon the fearsome power of the underworld, Udûn, to consume in flame every living thing in its path, whether friend or foe. It produces a cone of fire emanating from the caster and extending the range of the spell. This cone, at its base, will be half as wide as it is long. Each living thing within this cone takes 3D6 damage from the spell. In addition, the sorcerer must make a Stamina roll; if the sorcerer fumbles the roll, they are also subject to the spell’s damage. The spot rules for Fire and Heat on page 223 of the BRP Rulebook will also apply to any object; creature or person set fire by this spell. Alternatively, the sorcerer can cause an area around them to suffer this fire damage. The area is a circle whose diameter is the range of the spell, with the sorcerer at the centre of the circle. All within this circle of fire, including the sorcerer, will suffer the spells damage and be set on fire. Additional levels in this spell can be used to increase the spells range.

FIRESHAPING

Range: 15 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light Spellcasting Method: Standard, Runes This spell differs from Fiery Missile in that it is specifically designed for missile weapons and not for burnable objects that can be thrown by a caster. This spell turns any one projectile, whether an arrow, a bolt, a quarrel, or a boulder thrown by a siege catapult, into a thing of fire. It can be cast on a projectile before it is launched, in which case it causes no damage—whether to bow, hand, catapult, or even an enemy—until it is shot or thrown, or one minute (5 combat rounds) passes and the effect fades. Alternatively, it can be cast on a projectile in range just as it is hurled. A projectile so enchanted causes an additional 1d6 points of fire damage to whatever it strikes. This damage is in addition to the missile weapons normal damage. So, for example, an arrow shot from a longbow enchanted by this spell would do its normal damage of 1D8+1+½db plus an additional 1D6 points of fire damage. Projectiles with this spell will also set alight any flammable object or structure they strike (refer to the spot rules for Fire and Heat on page 223 of the BRP Rulebook). In any case, the projectile’s fire is extinguished after it strikes home.

Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light Spellcasting Method: Standard Casters use this spell to shape fire, creating pleasing images of flame. For the most part, Fireshaping is cast simply for the idle amusement of onlookers (such as children). However, under the right conditions (i.e. when the gamemaster deems so) this spell can add a bonus of +20% to a casters, or their ally’s, Command, Fast Talk, Perform,

Additional levels in this spell can be used to either increase the range of the spell, at an additional 15 metres per level, or can be used to affect one additional missile per level of the spell.

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FLAME OF ANOR

The caster has no control over the fogs movement once it is created.

Range: 15 metres per level of spell Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Secret Fire Spellcasting Method: Standard The spell, one of the most powerful weapons the Wise have against the Shadow, projects a beam of white light bright enough to pierce any gloom. The beam harms the servants of the Enemy – ranging from Orcs to Nazgûl - and other evil creatures as well. After succeeding with the skill roll for this spell, the caster will blast their foe for 5D6+5 points of damage. Rules for special and critical successes apply to this skill roll. On a special success, this spell will do knockback damage. Shields, armour and sturdier forms of cover (stone walls, boulders, etc) will grant protection against the damage inflicted by this spell. Magical protection spells will also provide protection from the damage inflicted by this spell. Additional levels of this spell can be used to increase its range.

Additional levels of this spell can be used to increase the duration and radius of the spell. Each level can either increase the spells duration by 15 minutes, or increase the fogs radius by 30 metres. However a fog made in windy conditions will be blown away and dissipate very quickly and so the desired size of the fog bank may not be achievable under such conditions.

FOG-WEAVING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Air & Storm and also Water Spellcasting Method: Standard, Song This spell belongs to both the Air and Storm and the Water Spell Specialities as similar spells have been created under both specialities. They are identical spells regardless of the speciality the caster uses it under.

Spellcasting Method: Standard, Song

With this spell, a caster can shape fogs and mists, whether natural ones or ones they have created with the Fog-weaving spell. The caster can form phantoms of men, dragons and beast, or wondrous tableaus out of the fog. Ordinarily this is done simply for amusement or to distract enemies, however under the right conditions (i.e. when the gamemaster deems so) this spell can add a bonus of +20% to a casters, or their ally’s, Command, Fast Talk, Perform, Persuade or Teach skill rolls for the duration of the spell.

This spell belongs to both the Air and Storm and the Water Spell Specialities as similar spells have been created under both specialities. They are identical spells regardless of the speciality the caster uses it under.

Additional levels in this spell can also be used to either increase the range of the spell by 30 metres per level, or increase the duration of the spell by 15 minutes per level of the spell. However, for the spells duration to be increase, fog must still be present.

FOG-RAISING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Air & Storm and also Water

It allows the caster to create a thick bank of fog, but the natural conditions must be right for fog to be able to be produced; namely there must be a nearby water source or the air must have a high enough humidity to produce the mist. Even on hot days, if there is a large enough water source near to hand, or the air is very humid, a mist can be raised. The clouds of fog raised by this spell can have a radius of up to 30 metres. Once raised, the fog or mist will remain until the end of the spells duration, or the natural weather conditions allow (if the weather conditions are right, the fog could last for several hours or all night). The fog will move normally, according to the wind and lay of the land.

FORGETFULNESS [DARK SORCERY] Range: 30 meters Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 3 Speciality: Dark Sorcery Spellcasting Method: Standard, Song This foul spell allows the sorcerer to cloud a single person’s memories with darkness, preventing the target from recalling who they are, where they live,

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who they know, or anything else about their life including their own name. They will not even recognise their closest relatives. Once the spell is cast, the sorcerer must then engage their target in an resistance roll on the Resistance Table, matching their own POW against the POW of their target. The caster’s POW is used to determine the active characteristic on the Resistance Table and the opponent’s POW is used as the passive characteristic. If the caster succeeds in overcoming their opponent’s POW, the spell takes full effect. A special success will result in the victim being unable to remember how to speak for 1D10 days. A critical success will result in the victim swooning and falling unconscious for 1D12 hours and then being unable to remember how to speak for 1D10 days. A failure means that the spell does not take effect. The effects of this spell are permanent until the victim is treated by magic, or the sorcerer releases the victim from the spells grasp. The victim will lose all memories of their skills, with the exception of their native language (once they can speak again, if they have temporarily lost the power of speech). The victim will be as a child in many ways and will need to relearn their skills. They will go back to their basic chance with all their skills and start the process of learning skills all over again. Should this spell be broken, the victim will suddenly remember all their past history as well as what has transpired since they lost their memory. Any new skills they have learnt will remain, but skills they knew before will be at the highest skill level they know (either previous to loss of memory, or after relearning the skill). Additional levels can be used to increase the range of the spell by 30 metres per level of spell.

Fortify Works may also be cast as a counter-spell to prevent the casting of spells that damage or destroy objects (both large and small), such as Shatter and Sundering. A caster can simultaneously cast Fortify Works if they see another spellcaster attempting to cast Shatter or Sundering. Both casters will engage in a resistance roll pitting their POW against each other on the Resistance Table. The winner of the resistance roll is the spellcasters whose spell takes effect. If the counter-spell attempt fails, and the object to be attacked by Shatter or Sundering has already been protected by an existing Fortify Works spell, the magical armour provided by that existing Fortify Works spell will still provide protection to the object fortified. Just as in the Protection spell, additional levels in this spell will add additional points of armour to the object to be protected.

GUARDING-SPELL Range: Touch Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Mysticism Spellcasting Method: Standard, Runes This spell makes the caster, or any upon whom the caster confers its virtues, more difficult to hurt and injure. Any attack made against someone protected by a Guarding-spell is considered to be Difficult. In addition, the target will receive a bonus of +20% to all Dodge and Parry skill rolls made whilst this spell is active. Additional levels in this spell can only be used to increase the spells duration by 15 minutes per level.

FORTIFY WORKS

HEAL

Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Alteration

Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Restoration

Spellcasting Method: Standard, Song This spell enchants large objects such as towers, walls, gates and bridges to ward them against damage. Fortify Works acts in the same manner as the Protection spell, with one level of Fortify Works providing one point of armour to the object. However Fortify Works acts to protect inanimate objects, not people or animals.

Spellcasting Method: Standard, Song This spell is exactly the same as the Heal spell on page 98 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

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HEX-SPELL [DARK SORCERY]

HOLDING-SPELL [DARK SORCERY]

Range: 15 metres Duration: 1 day Power Point Cost Per Level: 1 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

Range: 100 meters Duration: 15 minutes Power Point Cost Per Level: 2 Corruption Points gained by use: 1 Speciality: Dark Sorcery

Spellcasting Method: Standard, Runes

Spellcasting Method: Standard

This spell inflicts ill-luck upon its target. Whenever the target of this spell is required to undertake a Luck roll, their chances of success will be reduced to just their POW x1.

With this spell, a sorcerer can paralyse another person, using great fear and terror to freeze him in place so that he cannot move or flee. The victim may fall to the ground and cower, but they are otherwise incapacitated.

In addition, the target is also likely to fall victim to cruel turns of fate while this spell is in effect. At the gamemaster’s discretion the target must make frequent skill rolls (far more frequent than his nonhexed comrades) to avoid tripping over tree roots, putting his foot in his mouth, and suffering similar misfortunes. Anything that can go wrong, will. Additional levels in this spell can be used to increase the duration of the spell.

Once the spell is cast, the caster must then engage their target in a resistance roll on the Resistance Table, matching their own POW against the POW of their target. The caster’s POW is used to determine the active characteristic on the Resistance Table and the opponent’s POW is used as the passive characteristic. If the caster succeeds in overcoming their opponent’s POW, the spell takes full effect paralysing the target. A failure means that the spell does not take effect. Additional levels in this spell can be used to target additional victims, however the sorcerer must overcome each victims POW separately on the Resistance Table. Also, additional levels can be used to increase the duration of the spell by 15 minutes per level.

HIDES VIRTUE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds Spellcasting Method: Standard, Song This spell calls upon the caster’s familiarity with beasts that have tough hides to grant their protection upon a single animal target. Hide’s Virtue has no visible manifestation, except perhaps for a soft glow around the target while the spell infuses into the animal. It doubles the natural armour of an animal. This effect is permanent for the duration of the animal’s life, and can only be done once per animal. If an animal does not poses any natural armour, then this spell will permanently grant 1 point of armour to all hit locations of the animal. Spellcasters usually cast this on their familiars. This spell was specifically designed for animals only and does not work on fell creatures. Nor will it work on the races of Dwarves, Elves, Hobbits, Men, Orcs or Trolls. Even the Beornings whilst in bear-form are not able to receive this virtue.

ICE SPRAY Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Water Spellcasting Method: Standard, Runes This is a lesser version of the spell Cold Blast. It produces a spray of sharp ice shards blasting forth from the casters outstretched fingers. Up to eight razor sharp shards are created by this spell and each one does 1D4 damage. All are capable of critical and special (Impaling) hits. The caster rolls their Ice Spray skill roll and if they succeed in hitting, they then roll 1D8 to determine how many shards strike the target. For each hit, roll the targets location (if the optional hit point location rule is being used) and 1D4 for damage. The target can attempt a Dodge roll to avoid being struck by these shards of ice, if they succeed, none of the shards will strike the target.

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If the caster rolls a critical when casting this spell, and the target is facing the caster, then the target has been hit by ice in the face and will become temporarily blinded (refer to Spot Rules: Darkness on page 220 of the BRP Rulebook for more details). If the option hit point location rule is being used, the hit location rolled must be a 20 for the target to be blinded.

IMITATION-SPELL

Additional levels can be used to destroy additional missiles (at one missile per level) or to extend the range of the spell (at 30 metres per level).

ITHILDIN-FIRE Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard

Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Illusion

Ithildin is the magical substance Elven smiths make of the metal Mithril (True Silver). Ithildin will only mirror starlight and moonlight and it sleeps until either the stars or the moon become visible, when it then reveals its true silvery beauty.

Spellcasting Method: Standard This spell enhances a caster, or their targets, ability to imitate the voices of others. It grants the recipient a +05% bonus to their Disguise skill, when using their voice, for the duration of the spell. At the gamemaster’s discretion, this spell may also provide the same temporary bonus to the targets Perform skill. This will depend on the situation but will only be applicable if the target is using their voice. Additional levels in this spell will increase the bonus by +05% per level.

INTERCEPT MISSILE

This spell permits the caster to activate Ithildin when either the moon or stars are not visible. In this way the caster can read or make out symbols scribed (including Moon-letters) or inlaid with Ithildin any time they desire.

KEEN SENSES Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard, Runes This spell causes one single fired missile, of any kind of the caster’s choice (whether it be an arrow, a javelin, a boulder, etc), to suddenly splinter or shatter apart destroying it completely. The caster must be able to see the missile and the missile must be within the range of the spell. The missile can be in flight at the time, but it must be within the range of the spell.

This spell sharpens the five senses and allows the target of the spell to eliminate environmental distractions. For the duration of the spell Keen Senses confers a temporary bonus of +05% per level of the spell, to the targets Listen, Sense, Spot, and Track skills. This spell may not be cast on beasts of any kind. Additional levels can be used to either increase the bonus conferred by the spell by an additional +5% per level, or increase the duration by 15 minutes per level of the spell.

If the projectile is enchanted by a spell from another spellcaster, the caster must first engage that spellcaster in a resistance roll matching their POW against the other spellcaster’s POW on the Resistance Table. If the caster succeeds, the missile they wish to intercept is destroyed as per the spell’s normal effect, however if the other spellcaster wins the resistance roll, the incoming missile is not destroyed. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.39


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KINDLE FIRE

LIGHTNING

Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light

Range: 60 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Air and Storm

Spellcasting Method: Standard, Runes

Spellcasting Method: Standard

By touching a small readily flammable object – typically a bit of kindling, stick of wood or branch of a tree – the caster can cause it to burst into flame. Living flesh does not count as being flammable, however hair, fur, or clothing might be flammable (gamemaster’s discretion). Once the fire is kindled, it will burn normally and is not magical in nature. This means that the fire can also be quenched normally.

This spell is exactly the same as the Lightning spell on page 99 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

The size of the fire is considered to be that of a burning torch. Additional levels can be used to increase the size of the fire kindled. Two levels will ignite a campfire or hearth sized fire. Three levels will ignite a small bonfire and four levels will ignite a large bonfire.

LAME [DARK SORCERY] Range: 30 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery Spellcasting Method: Standard This cruel work of Sorcery can cripple even the mightiest warrior. The target of the spell must resist the sorcerers POW by matching their own POW on the Resistance Table. If they fail the resistance roll, they will be stricken in one of the following ways chosen by the sorcerer: •

The target loses full use of one arm, or

The target loses full use of one leg, or

The target is blinded in one eye making all Combat and Perception skill rolls Difficult.

The target of the spell will regain the full use of their body once this spell abates. Additional levels in this spell can be used to increase the duration of the spell.

LIGHTNING-BLADE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Air and Storm Spellcasting Method: Standard Through this spell the caster summons a bolt of lightning energy to the tip of their blade which then courses with the energy from the lightning bolt. The energy stays with the weapon until the caster’s next melee attack. If the caster’s attack succeeds in hitting a target, the target will receive the weapons damage, +2D6 electrical damage (plus the casters damage bonus if applicable). Should the caster score a special success the target, in addition to suffering the weapons normal special success damage, will also suffer the effects of Knockback due to the electrical discharge. Should a critical success be scored, not only will the target suffer from Knockback, but the target’s clothing, fur, etc, if flammable will be set on fire from the electricity. The spot rules for Fire and Heat on page 223 of the BRP Rulebook will apply to any object; creature or person set on fire by this spell. If the caster’s melee attack misses, the electricity dissipates before their next attack and the weapon receives no additional damage bonus. Any metallic melee weapon can receive the effects of this spell, not just bladed weapons. However, wooden weapons without any metal fixtures will be shattered by this spell and the caster will receive 2D6 damage to their weapon arm. There must be at least some cloud present in the sky for this spell to work and the caster must have access to the sky for the lightning to reach their weapon. As such, it will not work underground or in-doors where there is no clear access to the sky.

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MASTERY OF SHAPES

the shape of a fell creature. Whether these rumours are true, or just tales, remains unknown.

Range: Touch Duration: 1 hour Power Point Cost Per Level: 3 Spell Speciality: Beasts and Birds

Additional levels in this spell will add to the spells duration, with an additional hour being added per level of the spell.

Spellcasting Method: Standard A caster who knows this spell can change their shape to that of any normal bird or beast, but not to that of a fell creature – such as a Warg, Fell Beast or Dragon – that serves the Shadow. The creature must be a normal animal or bird. When the caster changes form, they retain their INT and POW, however their other characteristics will become that of the creature they have transformed into. This will also affect the casters hit points and hit locations. The caster will retain the use of all their skills, though a lack of hands with opposable thumbs will prevent the caster from performing certain skills. Likewise, the inability to articulate the appropriate sounds with their voice box may also impair the casters ability to communicate. Some bird forms, such as parrots, will allow the caster to communicate intelligibly, albeit in a stunted manner. The caster may change back to their normal shape at any time, ending the spell. They may not, however, shift from one animal form to another. The caster must first change back to their normal form and then cast the spell again. When a spell caster changes form, all items and objects they are wearing or carrying disappear, becoming part of the casters animal form. These items and clothing then return once the caster resumes their normal shape. However, certain powerful magical items will resist being transformed and therefore will be dropped as the caster transforms. These items will need to be carried by the caster in their new form, or they will remain behind where the caster changed form. The gamemaster has the final say as to what will or will not transform with the caster as they change into an animal form. A caster may transform an ally, if the ally is willing to be transformed, but this spell will have no effect on anyone not willing to be transformed or unaware that the caster is attempting to transform them. This is because the person being transformed must concentrate on the shape of the animal or bird they wish to become whilst the transformation is taking place.

MIND BARRIER Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard This spell wards the caster against intrusions into the workings of his mind, such as the spells Command and Voice of Command. If the intrusive spell involves a resistance roll to resist its effects, Mind Barrier grants the caster a bonus of +5%, per level of the spell, to their chances on the Resistance Table. Even if the intrusive spell does not involve a resistance roll to resist its effects, Mind Barrier grants its caster a resistance roll in order to defend against the intrusive spell. This resistance roll also receives the benefit of the +5% per level bonus as outlined above. A spellcaster may cast Mind Barrier on another person, or animal. This is especially useful when protecting the caster’s familiar. Mind Barrier may also be cast as a counter-spell against any of the spells against which it wards. When casting it as a counter spell, match Mind Barrier’s level against the level of the spell it is countering on the Resistance Table. If the intrusive spell succeeds in the resistance roll, it will take effect normally. If Mind Barrier wins the resistance roll, then the intrusive spell fails and is dispelled immediately. Additional levels in this spell can be used to increase its duration, increase its bonus to the resistance roll, or they can be used to bolster the spell when Mind Barrier is used as a counter spell.

Dark rumours whispered among spell casters speak of a sorcerous version of this spell that permits the sorcerer to assume the shape of another person, or e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.41


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MIND SHIELD

confused and lost or even to draw closer to the spellcaster, regardless of their wishes.

Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard This spell absorbs spells that are designed to intrude into the workings of his mind, such as the spells Command and Voice of Command. For each level of Mind Shield, the spell will absorb 1 level of an incoming spell that is designed to intrude into the casters mind. The intrusive spell is absorbed and dissipated into the Ainulindalë where it merges with the music of The Song of Creation. As such, Mind Shield is a very useful mental protection spell. Mind Shield can be cast on others, including animals, and is compatible with Mind Barrier. It is not unheard of for spellcasters to cast both spells on themselves in order to shield their minds from undue influences. Additional levels in this spell can be used to either increase its duration, or they can be used to increase the strength of the Mind Shield.

MIND-SPEECH Range: 100 metres Duration: 10 combat rounds Power Point Cost Per Level: 1 Spell Speciality: Mysticism With one exception this spell is exactly the same as the Speak to Mind spell on page 100 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The difference is that the other mind spoken to must be of average intelligent and not an animal. In order to communicate to an animal, and creatures of animal intelligence (such as some trolls), the caster will need to utilise the Beast Speech spell.

Range: 100 metres Duration: 1 hour Power Point Cost Per Level: 3 Spell Speciality: Mysticism Spellcasting Method: Standard This spell sets a web of enchantment about an area, causing those who entre it to become

Affected people lose all sense of direction with skills such as Navigate and Knowledge (Wilderness Survival) being of no aid to the misdirected person. Even when the misdirected person thinks they have chosen the proper path or direction – for example, by following the setting sun – in fact they have not. Once per hour, the misdirected person may attempt to engage the spellcaster in an resistance roll on the Resistance Table, by matching their own INT against the POW of the caster. The caster’s POW is used to determine the active characteristic on the Resistance Table and the misdirected person’s INT is used as the passive characteristic. This is because the misdirected person will be unaware that they have been under the influence of this spell (the savvy gamemaster may conduct the resistance roll in secret so as to keep the targets unaware that they are hopelessly lost). If the spellcaster wins the resistance roll, for that hour the caster may direct the victim toward themselves or towards another person or place within the affected area. If the victim wins the resistance roll, they will be free to determine directions normally for that hour.

Spellcasting Method: Standard

MISDIRECTION

Misdirection affects an area around the spellcaster with a radius of 100 metres per level of the spell. While the spell remains in effect, the caster automatically knows if someone enters the area, and can choose whether or not to affect them with this spell’s magic. The caster will not be aware who the individuals are that have entered the spell area (ie Hobbits, Dwarves, Orcs etc), but will know that the spells area of effect has been breached and by how many individuals.

Additional levels in this spell can be used to either increase the duration of the spell by 1 hour per level, or increase the area of effect by an additional 100 metres radius per level.

MIST OF SPEED Range: 30 metres Duration: 1 hour Power Point Cost Per Level: 3 Spell Speciality: Mysticism Spellcasting Method: Standard, Song This spell, the working of great power, creates a cloud of thick, white mist. The cloud covers an area with a radius of 30 metres centred upon a person, object, or point of the caster’s choosing. While within the cloud, runners, riders and their horses, birds, etc can run/ride/fly nonstop at full speed, without becoming any more tired than they would when

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travelling at normal speeds over the same period of time. Moreover, their passage makes no noise, and no one outside the cloud can see those within (even if using the Farseeing spell). Those within the cloud can see out of the cloud as though looking through a thin misty veil. If the centre point of the cloud becomes mobile, then the cloud will move along with it. Additional levels in this spell can be used to either increase the duration of the spell by 1 hour per level, or increase the area of effect by an additional 30 metres radius per level.

MORGUL WOUND [DARK SORCERY] Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery Spellcasting Method: Standard, Runes This dark sorcery deepens a wound caused by a weapon upon which it is cast and corrupts the surrounding flesh. Morgul Wound targets one weapon each time it is cast and the sorcerer must touch that weapon when they cast this spell. The next time that weapon hits a target and inflicts damage, if that damage is sufficient enough to get through armour and cause hit point damage, an additional 1D2 points of damage will be inflicted to the victim’s CON (i.e. not total hit points or hit location hit points). For example; a target is hit with a weapon that scores 5 points of damage to the targets left arm. The target has 3 points of armour at that hit location and so 2 points of damage pass through the armour to cause damage to the targets hit points on their left arm. As this damage passed through armour however, an additional 1D2 points of damage are scored directly to the targets CON. This 1D2 damage is caused by a sliver of the blade breaking off the weapon. This sliver is imbibed with Morgul sorcery and cannot be healed by normal means (i.e. First Aid skill, healing herbs, etc), nor by the application of the Heal spell. It can only be healed by the application of the powerful Purify Shadow-wound spell. The victim will be able to feel this sliver within their body as though it was an icicle, and they will begin to feel a creeping coldness start to pervade their body.

day that the wound is not treated by Purify Shadowwound. If the victim fails the Stamina roll they suffer an additional 1 point loss to their CON. This damage also cannot be healed by any means other than the application of the spell Purify Shadow-wound. However, the application of the herb Athelas will stave off the need to pass a Stamina roll for one day, thus prolonging the victim’s demise and preventing the loss of a point of CON that day. The repeated daily use of Athelas can help keep the victim alive long enough to receive the proper treatment for the Morgul Wound but the patient’s condition will remain one of feeling icy cold (even on the hottest of days) and their movement rate will be slowed to half that of their normal rate. In addition, the victims eyes will start to lose colour and become pale, as though cataracts covered the eye and the victim will begin to be able to perceive objects that are in the shadow world. To the victim, Elves will appear as though surrounded and imbibed with light, Wraiths will be revealed in their true form, and the real world around them will start to begin to fade into shadows. Should the target’s CON be reduced by this Morgul sorcery to the point where they die, the target’s spirit will become trapped in the shadowy world of the Wraiths. Morgul Wound may never be cast on a weapon of Elven origin. Once the weapon imbibed with the Morgul Wound spell has inflicted hit point damage to a victim, the weapon’s blade will dissolve as a result of the corruptive sorcery that was placed upon it.

MOVE AS THROUGH WATER Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds Spellcasting Method: Standard This spell makes the target (a character, beast, or monster) of the caster’s choice sluggish and slow to act. The target’s movement rate is halved for the duration of the spell. Additional levels in this spell can be used to increase its duration.

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MURDER OF CROWS [DARK SORCERY]

target must be overcome on the Resistance Table separately.

Range: 100 meters Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Speciality: Dark Sorcery Spellcasting Method: Standard This spell must be cast at a single opponent. Once the spell is cast, the caster must then engage their target in an resistance roll on the Resistance Table, matching their own POW against the POW of their target. The caster’s POW is used to determine the active characteristic on the Resistance Table and the opponent’s POW is used as the passive characteristic. If the caster succeeds in overcoming their opponent’s POW, the spell takes full effect. A failure means that the spell does not take effect. This spell produces a cloud of phantasmal Crebain spawned through a purple mist that originates in front of the caster. The Crebain fly out at the target and surround it causing the targets senses to be completely overwhelmed by the noise and sight of the birds flapping around their head. In addition, the target of the spell will flail about attempting to protect their face and ward off the Crebain. Any onlookers will not see these phantasms or hear them. All they will notice is the person affected by the spell is acting in a hysterical way and frantically attempting to defend themselves. While the target’s senses are completely overwhelmed by the phantasms, the target can do no more than attempt to protect their head and ward away these creatures. The target loses all defensive bonuses whilst under the influence of the spell. In addition, to the target of this spell these Crebain are real so their frantic effects to protect themselves means they can make no actions other than to attempt to flee the Crebain and the spell caster. The target is otherwise unharmed but they cannot protect themselves if attacked. If the target manages to flee beyond the spells range from the caster, the phantasmal Crebain will suddenly disappear and the target of the spell will be left bewildered and confused by the Crebain’s sudden disappearance. Whilst fleeing, they suffer all the penalties of attempting to flee through combat if this is occurring around them, and they will have their eyes closed and so should be treated as though running blind (i.e. as in complete darkness). Additional levels in this spell add to the number of targets that can be affected by this spell. Each

NAMING Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds Spellcasting Method: Standard With this spell, a caster can give a name to any domesticated beast, such as a horse, cow, donkey, or dog. For the rest of its life, that animal will answer to its name, clearly understanding it whenever anyone uses it. It also becomes more likely to understand and obey commands, provided the person uttering the commands treats the animal kindly. The animal will become devoted to the caster and those who know its name and treat it well in a kindly manner. As such, the caster and those who know the animals name and treat it well, will receive a +30% bonus to their Command, Fast Talk, Persuade, Ride and Teach skill rolls whenever they attempt these skills with the animal.

NECROMANCY Necromancy is the vilest of the Dark Sorcery arts. It centres around the animation of the dead and the trapping of Fell Spirits to do the sorcerers bidding. Only the most skilled, and the most fallen, of sorcerers would dare attempt such atrocities. The use of necromancy utterly corrupts the sorcerer beyond hope of redemption.

WHAT IS NECROMANCY Necromancy is the summoning, binding and control of evil Fell Spirits and the animation of the bodies of the dead. Often, those called necromancers by the races of Middle-earth are really sorcerers who employ illusion spells to play on the fears of the mortal races. For the main weapon of the necromancer is fear, the fear of death and what may lay beyond, including the Final Judgement. True necromancy however employs powerful Dark Sorcery magic to animate the rotten corpses of those long departed. Such mindless minions will strike fear into the hearts of any mortal (Elves do not fear the spirits of the mortal dead), but are mindless rotting automatons that can easily be destroyed.

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More powerful necromancers however, are skilled in the summoning and binding of vile Fell Spirits. Such spirits are truly terrifying and posses a mind of their own and a terrible malice towards all that is living, pure and good. Such spirits can be used to inhabit the decayed bodies of the dead. The dreaded Barrow-wights are an example of the horrors that result from this infusion. These horrors have long plagued and terrorised the Free Peoples and they are some of the greatest servants of the Enemy.

LEARNING NECROMANCY To learn true Necromancy takes time. There are many horrid rituals that must be precisely learned and the collection of essential body parts and corpses to practice on is often a difficult endeavour. In addition, there are few tomes that one can learn this dark art from. In most cases, a sorcerer aspiring to become a necromancer must seek out one who practices this vile art and persuade the necromancer to take them on as an apprentice. Such a venture is dangerous enough, and has led to the deaths of more than a few sorcerers who sought to learn this abominable practice. Usually the death of the sorcerer came at the hands of the necromancer’s minions, but rest assured, the corpse of the sorcerer was put to good use afterwards.

MINIMUM REQUIREMENTS Only the most vilest and most corrupt of sorcerers would dare violate the sanctity of the bodies of the dead. As such, only sorcerers whose Corruption Allegiance is at least 100 points more than their Honour will be vial enough to be able to employ such dark arts as the animation of the dead. This is because the sorcerer must both attract the attention of the Dark Lord but must also prove their allegiance to the Dark Lord’s ways. A sorcerer however, can begin learning necromancy as an apprentice when their Corruption is 50 points greater than their Honour. Though finding a teacher of necromancy will be an arduous undertaking and fraught with danger. Finally, most necromancers will not take on an apprentice unless the sorcerer has a POW of at least 15. This is because in order to learn necromancy spells, it costs the sacrifice of POW.

GAINING NECROMANCY SPELLS Apart from meeting the minimum Corruption Allegiance requirements above and the learning of rituals that accompany the casting of necromantic spells, in order to learn a necromancy spell a sorcerer must sacrifice some of his POW when learning the spell for the first time. This is only done once and after that time the spell will be

permanently imbedded within the sorcerer’s memory. The amount of POW that must be sacrificed to learn a new necromancy spell is equivalent to the amount of power points it costs to use one level in that spell. For example, to learn the necromancy spell Circle of Summoning, usually the first necromancy spell learned by a sorcerer, they must spend time in study to learn the rituals associated with that spell (this will generally take one game week) and then the sorcerer must sacrifice 3 points of permanently POW to finally learn the spell. This loss of POW is due mostly to the corruptive twisting of the Song of Creation causing a drain on some of the life force of the sorcerer. Such acts of evil, such as the learning of this vilest of arts, does not go unpunished.

USEING NECROMANCY Dealing with Fell Spirits is a dangerous thing. More than a few necromancers have succumbed to the minions they have tried to create. There is always a chance that a ritual will not work properly, or a summoned spirit will be too great for a necromancer to contain, or the minion created will turn on the necromancer. Only the most powerful of necromancers can be assured that their summoned minions will not be strong enough to turn against them. Gamemasters should feel free to throw in a dangerous situation or two when summoning such fallen spirits or creating such mindless undead servants. It always helps to keep the player characters on their toes.

ANIMATE SKELETON [DARK SORCERY] Range: 15 metres Duration: Instantaneous POW Cost: 2 POW Power Point Cost Per Level: 2 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery This spell is intimately linked to a ritual that lasts for several hours (four hours if the player characters get pushy and insist on knowing). Once the ritual is completed, this spell is cast over the bones that have been the focus of the ritual. This spell creates one animated skeleton per level of the spell. However, the necromancer must have all the bones necessary to create a complete skeleton in order for the skeleton to become animated. The necromancer can use bones from a variety of creatures but these bones must be able to fit together and move correctly within sockets and joints of the

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bones. In this way, necromancers have made strange unnatural skeletons to invoke increased fear amongst those who encounter these automatons. Skeletons will only be able to understand very basic instructions (“guard this”, “patrol here”, “guard me”, etc).

CIRCLE OF SUMMONING [DARK SORCERY] Range: 15 metres Duration: 2 minutes (10 combat rounds) POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery Through this spell, a necromancer can contain a Fell-spirit, or a creature within which a Fell-spirit has been infused, preventing that spirit from attacking the necromancer. It will also contain other minor spirits and also Spectres. The spirit cannot engage the necromancer in psychic combat (refer to Psychic Combat on page 114 of the BRP rulebook) whilst it is confined within the circle created by this spell. Nor could a creature with a Fell-spirit within it attack the necromancer. The necromancer, however, is free to initiate psychic combat with the spirit if they wish too, but the spirit is bound within the circle an unable to initiate psychic or melee combat whilst the spell remains in effect. Necromancers often will use their sorcery to summon a Fell-spirit and then lock them within the circle created by this spell. This gives the necromancer time to attempt to either negotiate with the spirit or attempt to force it to submit to their will through engaging the Fell-spirit in psychic combat. The benefit of this spell is that the necromancer can initiate or cancel psychic combat as freely as they desire, as long as the spirit remains trapped within the circle. Once the spell ceases however, the spirit will be free to initiate combat (either psychic or melee). Additional levels in this spell (through the use of power points) can be used to increase the duration of the spell by two minutes per level. The caster can also increase the range of the spell by an additional 15 metres per level, up to a maximum range of 90 metres.

CREATE ZOMBIE [DARK SORCERY] Range: 15 metres Duration: Instantaneous POW Cost: 2 POW Power Point Cost Per Level: 2 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery This spell is intimately linked to a ritual that lasts for several hours (four hours). Once the ritual is completed, this spell is cast over the preserved corpse that has been the focus of the ritual. This spell creates one animated zombie per level of the spell. However, the necromancer must have enough preserved corpses necessary to create the number of zombies desired to be created. The necromancer can use preserved body parts from a variety of creatures but these parts must be able to fit together and move correctly within sockets and joints or they will be just useless appendages. In this way, necromancers have made strange unnatural zombies to invoke increased fear amongst those who encounter these automatons. Zombies will only be able to understand very basic instructions (“guard this”, “patrol here”, “guard me”, etc). This spell can also be used to animate severed body parts, such as limbs, either for the necromancers amusement or for placing in out of sight areas where the body part can launch surprise attacks on the unweary.

CREATE ZOMBIE (HEADLESS) [DARK SORCERY] Range: 15 metres Duration: Instantaneous POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 3 Spell Speciality: Dark Sorcery This spell is intimately linked to a ritual that lasts for several hours (four hours). Once the ritual is completed, this spell is cast over the preserved corpse that has been the focus of the ritual. This spell creates one animated headless zombie per level of the spell. However, the necromancer must have enough preserved corpses necessary to create the number of headless zombies desired to be created. These corpses must also be prepared (namely the heads must be removed and appropriate incisions made to the corpse) before the four hour ritual and this spell are utilised.

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The necromancer can use preserved body parts from a variety of creatures but these parts must be able to fit together and move correctly within sockets and joints or they will be just useless appendages. In this way, necromancers have made strange unnatural zombies to invoke increased fear amongst those who encounter these automatons. Zombies will only be able to “understand” very basic instructions (“guard this”, “patrol here”, “guard me”, etc).

ENSNARE SOUL [DARK SORCERY] Range: Touch Duration: Instantaneous POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 10 Spell Speciality: Dark Sorcery This spell allows a necromancer to bind the soul of a wicked person to their body at the moment of their death. This spell can only work upon a person whom has fallen under the sway of the necromancer and does not work on any person who rejects the ways of the Dark Lord. This is because the necromancer must persuade the victim to trust them into permitting them to cast this spell upon them in the promise of avoiding death. As such, the necromancer must succeed in both a Persuade skill roll and also a Necromancy skill roll. Often necromancers play of the fears of the dying and promise them life and power if they only choose allegiance to the Dark Lord. Any who choose such an allegiance are then able to fall victim to this passive but powerful spell. Because the victim is a willing subject, the necromancer does not need to undertake a resistance roll to overcome the victim. This spell is often cast when the victim is near death and results in the victim’s soul becoming imprisoned within their dead body. The necromancer may then cast other spells, such as Preserve Corpse or embalm or preserve the victim’s body, or even permit the corpse to rot. The victim’s soul remains trapped within their dead body and will slowly go mad. Necromancers utilise this process and spell to create Wights. The soul of the victim will remain bound to their dead body as a Wight until their body is destroyed, at which time the soul will be freed and may move on.

PRESERVE CORPSE [DARK SORCERY] Range: Touch Duration: 1 day POW Cost: 1 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery This spell preserves the corpse of a deceased creature or person. The natural decomposition processes, including the onset of rigor mortis, are brought to a halt if this spell can be cast before such decomposition has taken too great a hold. The corpse will remain in this state for the duration of the spell. Additional levels in this spell will preserve the body longer. Necromancers use this spell to temporarily preserve corpses they wish to use for their nefarious purposes (i.e. making zombies). To fully preserve the body so that it remains in a state of non-decay the necromancer will then need to enact an hour long ritual that properly prepares the body. At the end of that hour’s ritual, this spell must be cast on the corpse again. Once this is done the corpse is preserved and will not undergo decay into the future. The corpse will then be ready to undergo ritual preparation to be turned into a zombie (or some other abomination). If the zombie, once it is made, is ever “killed” in combat, the body will then start to decompose again naturally and will not be able to be preserved or used again.

SPAWN MORNEN [DARK SORCERY] Range: 15 metres Duration: Instantaneous POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery This spell creates the watery shell of a Mornen (i.e. a Dark-water) over the surface of a body of water. Into this shell a spirit can take up residence and abide there within. The Mornen can then sink back into the body of water and remain housed within that water body. When the spirit desires, it can rise from the water as a dreaded Dark-water. For a spirit to take up residence within the body of water, it must bind itself into that water body. In order for this to happen, the spirit must either choose freely to enter the empty shell of the Mornen, or it can be

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SUMMON FELL-SPIRIT [DARK SORCERY]

thrust into the shell through use of the Spirit Binding spell. This spell only creates a specialised shell into which a spirit can be bound. In order for a Dark-water to truly exist, a spirit must be accessible to reside within the shell of the Mornen. Otherwise the necromancer will only be creating dreaded shapes out of the water.

SPIRIT SUBJUGATION [DARK SORCERY] Range: 15 metres Duration: 2 minutes (10 combat rounds) POW Cost: 1 POW Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery This spell grants the necromancer the capability to engage a disembodied spirit in psychic combat (refer to Psychic Combat on page 114 of the BRP rulebook). For the duration of this spell, the necromancer can engage and disengage in physic combat at will. The spirit is at the mercy of the necromancer’s attack. But should the necromancer be reduced to zero power points, they will fall to the ground unconscious and if the spirit is able to, it may chose to possess the body of the necromancer. Should the spirit be reduced to zero power points, however, it will cease to exist as an entity. Due to this, a spirit will often choose to submit to the will of the necromancer rather than be destroyed. Necromancers predominantly utilise this spell to engage spirits into a force of willpower (psychic combat) in order to subjugate the spirit into doing the necromancers will. Additional levels in this spell can be used to increase the range or the duration of the spell.

Range: 15 metres Duration: 15 minutes POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery Through this spell a necromancer can summon a Fell-spirit to appear before him. This spell compels the Fells-spirit out of the netherworld. As such, the Fell-spirit will be unable to resist the call and will be malignant towards the one who called it unless the necromancer is far more powerful than it. If the power of the necromancer is greater than that of the Fell-spirit it will likely submit to the necromancer’s will rather than risk being destroyed by the necromancer. However, should the necromancer be weaker in power than the Fell-spirit, the necromancer will risk being attacked by the spirit in psychic combat and potentially becoming possessed by the Fell-spirit. As such, most necromancers will contain the Fell-spirit within a Circle of Summoning spell and then attempt to subdue the spirit through the Spirit Subjugation spell. By casting this spell again it permits the necromancer to be able to dismiss a Fell-spirit they have summoned. However, things do not always go well for necromancers when they attempt this kind of dismissive action. Should the necromancer fumble their Sorcery skill roll the Fell-spirit will not be dismissed but will become freed to take whatever action it desires. This will happen despite what containment and control spells have been placed on the spirit in order to rend it temporarily harmless. This is because when the spirit is being dismissed all spells placed on it within the physical realm lose their grip on the spirit as it is returning to the netherworld. As such, if the necromancer fumbles with the attempt at dismissing the spirit, it will be suddenly able to return to the physical realm without the impedances of these spells that bound it before. This spell’s range indicates the location where the Fell-spirit will appear before the necromancer and not the distance where the necromancer can call a spirit from. The spirit exists normally within another realm or dimension and so the spells range only applies to the spirits appearance within this realm. The spells duration refers in this case to the time it takes for a summoned spirit to manifest itself. The spell will draw the “nearest” Fell-spirit it can reach and so the necromancer cannot use this spell to summon a specific Fell-spirit. This spell therefore summons Fellspirits randomly.

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SUMMON SPECTRE [DARK SORCERY]

SPIRIT BINDING [DARK SORCERY]

Range: 15 metres Duration: 15 minutes POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery

Range: 15 metres Duration: Instantaneous POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 3 Spell Speciality: Dark Sorcery

Through this spell a necromancer can summon a Spectre to appear before him. This spell compels the Spectre out of the netherworld. As such, the Spectre will be unable to resist the call and will be malignant towards the one who called it unless the necromancer is far more powerful than it.

Through this spell, a necromancer may permanently bind an unwilling spirit (including Fell-spirits) into an object. Such an object may be a Watch-stone or it could be a preserved corpse, or it could be any other object that the necromancer has prepared for this purpose (gamemaster’s discretion in the choice of object is recommended here).

If the power of the necromancer is greater than that of the Spectre it will likely submit to the necromancer’s will rather than risk being destroyed by the necromancer. However, should the necromancer be weaker in power than the Spectre, the necromancer will risk being attacked by the spirit. As such, most necromancers will contain the Spectre within a Circle of Summoning spell and then attempt to subdue the spirit through the Spirit Subjugation spell. By casting this spell again it permits the necromancer to be able to dismiss a Spectre they have summoned. However, things do not always go well for necromancers when they attempt this kind of dismissive action. Should the necromancer fumble their Sorcery skill roll the Spectre will not be dismissed but will become freed to take whatever action it desires. This will happen despite what containment and control spells have been placed on the spirit in order to rend it temporarily harmless. This spell’s range indicates the location where the Spectre will appear before the necromancer and not the distance where the necromancer can call a spirit from. The spirit exists normally within another realm or dimension and so the spells range only applies to the spirits appearance within this realm. The spells duration refers in this case to the time it takes for a summoned spirit to manifest itself. The spell will draw the “nearest” Spectre it can reach and so the necromancer cannot use this spell to summon a specific Spectre.

The spirit will remain housed within the object until that object is destroyed. Depending upon the object, the spirit may be able to attack nearby beings in psychic combat, or the spirit may be able to animate the object, such as in an Animated Watch-stone, a Dark-water or a Barrow-wight. Additional levels in this spell permit the necromancer to bind multiple unwilling spirits into any number of objects (even the same object) or to extend the range of this spell. The unwilling spirit must be present, within range of the spell, with the necromancer as must the object in question for this spell to take effect. Willing spirits do not require this spell in order to bind to an object. Gamemasters should keep in mind that certain types of objects, such as Watch-stones and Dark-waters will require some form of preparation before a spirit can enter into the object. In the case of a Dark-water, the Spawn Mornen spell is required before this spell can be cast. Watch-stones will have certain preparation rituals that will involve blood sacrifices and other abominable practices before a spirit can be housed within. However, other objects, such as the desiccated body used to house a Barrow-wight will generally require little preparation before a spirit can be bound into it.

SPIRIT SUMMONING [DARK SORCERY] Range: 15 metres Duration: 15 minutes POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery

Through this spell a necromancer can summon a wondering spirit to appear before him. This spell e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.49


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compels the lost and wondering spirit out of the netherworld. As such, the wondering spirit will be unable to resist the call and will be malignant towards the one who called it unless the necromancer is far more powerful than it. If the power of the necromancer is greater than that of the spirit it will likely submit to the necromancer’s will rather than risk being destroyed by the necromancer. However, should the necromancer be weaker in power than the spirit, the necromancer will risk being attacked by the spirit in psychic combat and becoming possessed by the spirit. As such, most necromancers will contain the spirit within a Circle of Summoning spell and then attempt to subdue the spirit through the Spirit Subjugation spell. By casting this spell again it permits the necromancer to be able to dismiss the spirit they have summoned. However, things do not always go well for necromancers when they attempt this kind of dismissive action. Should the necromancer fumble their Sorcery skill roll the spirit will not be dismissed but will become freed to take whatever action it desires. This will happen despite what containment and control spells have been placed on the spirit in order to rend it temporarily harmless. This is because when the spirit is being dismissed all spells placed on it within the physical realm lose their grip on the spirit as it is returning to the netherworld. As such if the necromancer fumbles with the attempt at dismissing the spirit, it will suddenly be able to return to the physical realm without the impedances of these spells that bound it before. This spell’s range indicates the location where the spirit will appear before the necromancer and not the distance where the necromancer can call a spirit from. The spirit exists normally within another realm or dimension and so the spells range only applies to the spirits appearance within this realm. The spells duration refers in this case to the time it takes for a summoned spirit to manifest itself. The spell will draw the “nearest” wondering spirit it can reach and so the necromancer cannot use this spell to summon a specific spirit. This spell therefore summons spirits randomly. Gamemasters should note that the kind of wondering spirit summoned will generally come from the wondering and lost spirits of dead orc’s or men who have fallen under the sway of the Shadow. As such, the spirit will possess the INT and POW of its former physical personage (and very likely their temperament as well). Such spirits reside for a time within the netherworld before they are summoned by Mandos to appear before Eru for Judgement. As such, they can be ensnared through

this spell and forced to do the bidding of a necromancer. The spirits of living beings that have not fallen under the sway of the Shadow do not suffer this fate as they go straight to the Halls of Mandos upon their death.

OBSCURE Range: Touch Duration: 1 month Power Point Cost Per Level: 2 Spell Speciality: Illusion Spellcasting Method: Runes This spell helps the caster conceal any object that they wish to remain secret and safe. It inscribes a rune on the object, and for the duration of the spell, that object is hidden from all except the caster himself and one other character, whom the caster names at the time of casting Obscure. Anyone other than those two receives a –80% penalty when conducting any Spot or Track skill rolls in an attempt to locate the object. The rune disappears when the spell expires, or after the caster, or the one other authorised person, finds the object. It is possible to obscure an item that contains other items—an envelope, bag, or box, for example—to hide all of the items contained within.

OPENING-SPELL Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard This spell allows a caster to open locked doors, whether they are held by magic or simple, mundane latches. The spell will open any normal, simple lock automatically. Magically sealed locks often prove harder to open however. Against magically sealed locks (such as in the case of the Shutting-spell), additional levels in this spell can be utilised to increase the power of this spell against the lock. Some magical locks will require a resistance roll on the Resistance Table to overcome the POW or Shutting-spell level of the lock. In this case, the spells level, or the casters POW must be matched against the lock’s POW or Shutting-spell level on the Resistance Table, with success meaning the lock opens. Depending on the magical lock, the gamemaster will have to determine just what will open the lock. The caster will then need to apply the

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correct level of the spell or use their POW (or power points) in the resistance roll to attempt to open it. Some doors have been magically sealed with particularly powerful enchantments worked into their structure. Only the right “key”, such as the correct password, or a spell especially designed for that lock, will ever open it. No amount of levels in this spell will ever hope to open such locks. The correct “key” will be required before it can be opened. Some “magical” locks are not magical in nature at all, but very skilfully and intricately designed mechanisms that will require the use of additional levels of this spell to overcome. As a guide, 10 levels of this spell would be required to open a Difficult lock, and 20 levels of this spell would be required to open an Impossible lock (if indeed it can be opened). Should the gamemaster be utilising any of the adventures from Deciphers: Lord of the Rings roleplaying game, look at the Target Number (TN) of the lock in question and see if this number can be used as the Passive Characteristic on the Resistance Table. In this way a resistance roll can be utilised to open the lock. Should the gamemaster be using any of the adventures or campaigns from Iron Crown Enterprises: Middle-earth Role Playing (MERP) system, utilise the following table as a guide for how many levels in this spell is required to open the MERP system lock. OPENING SPELL AND MERP DIFFICULTY MODIFIERS MERP Levels in Modifier Routine Easy Light Medium Hard Very Hard Extremely Hard Sheer Folly Absurd

Opening-spell

required to open lock 1 2 4 8 10 12 14 18 20

Opening-spell is being applied, the two spellcasters will engage one another in a POW versus POW resistance roll on the Resistance Table. The victor determines which of these competing spells succeeds.

PRESERVE FIRE Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light Spellcasting Method: Standard, Song This spell allows the caster to protect any fire, whether mundane or magical, from attempts to extinguish it. Any non-magical attempt to put out the fire being guarded, such as by throwing water or a blanket on it, cannot succeed as long as the caster maintains concentration. The caster cannot attempt to preserve only part of a fire, such as one particular log within a campfire; they must preserve all of it. The caster must maintain their concentration on the fire at all times. If they become distracted, such as being engaged in combat, the casters concentration will be broken ending the spell and permitting the fire to be extinguished naturally. If another caster uses magically manipulated water or air to try to extinguish the preserved fire, the two casters must engage in a resistance roll, matching their POW on the Resistance Table. If another caster tries to put out the fire by casting Quench Fire or some other spell that directly affects it, the two casters must engage in a resistance roll as outlined above, with the victor determining the fate of the fire. Using the Song of Power spellcasting method against another caster grants a bonus of +20% to their chance on the Resistance Table. Preserve Fire may also be cast as a counter-spell against Quench Fire. Additional levels allow the caster to preserve larger fires. The number of levels required to quench a fire of a particular size is detailed in the table below. PRESERVE FIRE TABLE Fire Size Levels

This spell is a version of the Unseal spell on page 101 of the Basic Roleplaying rulebook. However, unlike that spell, the Opening-spell works on opening locks, doors or containers that have been sealed together. Opening-spell is a specifically tailored version of the broader Unseal spell in the BRP rulebook.

Candle or Lantern Torch Campfire Small bonfire Large bonfire Bigger fires

1 1 1 2 3 +1 level for each size increase

Should another caster attempt to counter this spell by using the Shutting-spell at the same time as the e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.51


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PROTECTION

the Shadow, allow at least one hour to be healed by this spell. This spell must be applied each hour, and only 1 point of Dark Sorcery or Shadow damage is healed in this time. More powerful sorcery inflicted wounds, such as those cause by Morgul Blades and the spell Morgul Wound, will take longer to be healed at 1 point of damage per day. This spell will still need to be applied every hour.

Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard, Runes, Song This spell is exactly the same as the Protection spell on page 99 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

PURIFY SHADOW-WOUND

POWER OF THE LAND Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Air & Storm, Beast & Birds, and Water

Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Restoration

Spellcasting Method: Standard, Song

Spellcasting Method: Standard, Song This powerful spell can be used to heal the deep, festering wounds caused by Dark Sorcery and the power of the Shadow. It can only be cast on people, animals or creatures. Any application of this spell however takes time. For the wounds caused by the Shadow are often deep and take time to heal. The caster must remain in close proximity to the one to be healed as they will need to apply this spell every hour when healing someone wounded by the power of the Shadow. Healing is slow, and typically will take several days to reverse the effects of the poisonous sorceries of the Shadow. The caster must remain focused on their subject. As such, they cannot engage in other activities, other than eating and the short occasional sleep, between healing sessions with this spell. Short distractions, such as being engaged in combat for a short time, are permissible if the caster is attempting to heal someone whilst in a dangerous location. However, due to the difficult nature of healing wounds caused by the Shadow, a caster will prefer to remove the subject to a safe haven so they can focus their attentions fully on the patient and rest when they have the brief opportunity.

There are various versions of this spell belonging to the Air and Storm, Beasts and Birds and Water Spell Specialities as similar spells have been created under these specialities. They are identical spells regardless of the speciality the caster uses it under. When cast, this spell allows a caster to call upon the subtle magic of the land and cause it to rise up against the casters foes within the spells area of effect. The effects of this spell may be subtle: brambles may hinder those attempting to chase the caster through a forest, or tree roots may trip unsuspecting feet and hinder the pursuer’s progress. Or the effects may be more overt: wild animals attack the casters enemies, or suddenly the water rises at a ford and a raging torrent thunders down upon the casters foes as they attempt to cross. The exact conditions will vary from situation to situation, but the gamemaster will have the say as to how the land rises up against the casters enemies. This spell has its limitations in that lands tainted by the Shadow will not rise up to defend a spellcaster of the Free Peoples. Likewise lands that are hallowed will never defend a spellcaster who is in league with the forces of Shadow. Additional levels can be used to increase the area of effect of this spell, at 1 level per 100 metres radius increase, or they can be used to increase the duration of the spell, at an extra 15 minutes per level.

This spell would be utilised to heal damage and afflictions caused by Dark Sorcery and the Shadow (such as Morgul Wound) that cannot be healed by the application of the Heal spell.

Gamemasters note: The time it takes to heal a subject is deliberately kept vague as the various wounds of the Shadow will cause different afflictions. As a rule of thumb, for each point of damage caused by Dark Sorcery or the power of e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.52


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QUENCH FIRE

READING THE HEART

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light

Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Mysticism

Spellcasting Method: Standard

Spellcasting Method: Standard

A spellcaster can use this spell to extinguish fires. If the caster desires, they can make a campfire sized (or larger) fire emit huge gouts of smoke when the fire is quenched. This smoke will fill an area with a maximum size of 30 metres cubed, and is considered as dense smoke. In this circumstance, the Spot Rules: Choking, Drowning and Asphyxiation, Darkness, and Fire and Heat will have an impact on all persons within that area.

This spell allows a spellcaster to gaze into the eyes of another person and read the surface thoughts of their heart. Only those hopes, dreams, fears, worries, loves, hates, and temptations that are immediately in the mind of the target of this spell can be read, not deeper hidden thoughts. If the target of this spell can bury their thoughts deep enough, or fill their mind with nonsense or distraction, the spell caster will only be able to see things on the surface of the mind and heart, nothing deeper.

Additional levels allow the caster to quench larger fires. The number of levels required to quench a fire of a particular size is detailed in the table below. QUENCH FIRE TABLE Fire Size Levels Candle or Lantern Torch Campfire Small bonfire Large bonfire Bigger fires

1 1 1 2 3 +1 level for each size increase

RAIN-WARD Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Air & Storm and also Water Spellcasting Method: Standard This spell belongs to both the Air and Storm and the Water Spell Specialities as similar spells have been created under both specialities. They are identical spells regardless of the speciality the caster uses it under. This minor spell gives great comfort to travelling spellcasters, granting the caster the ability to keep them from getting wet in the rain. It doesn’t alter the weather or stop the rain from falling, but somehow no raindrops hit the caster, no matter how strong the storm. Unfortunately, the spell does not protect the wizard from getting wet by stepping in puddles.

The Wise use this power to find the ills that immediately plague a person’s soul, ill’s that may be treated and cured. Sorcerers however will use this spell to determine their victim’s fears and so know how to better torment their enemies in order to learn their secrets.

RENEW Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Beasts and Birds Spellcasting Method: Standard, Song This spell will “heal” and renew a wilting or dying plant or area of vegetation. The area affected by the spell is 1 metre in diameter. Within that circle, all vegetative matter, that is not already dead, will be reinvigorated by the restoring power of the Song of Creation. If this spell is cast at a tree or plant that covers an area larger than 1 metre diameter, the entire tree or plant will be renewed and not just part of it. This spell will not restore a plant that has died, only plants close to death or blighted by disease can be renewed. It will also restore plants affected by frost, providing that those plants are still alive. Renew can be cast as a counter-spell to the Blight spell. Additional levels can be used to increase either the range of this spell by an additional 30 metres per level; or its radius of affect by 1 extra metre per level.

Additional levels in this spell can be used to increase the duration of the spell. Anyone can be protected by this spell, the caster only need touch the recipient of the spell to receive the ward.

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RESIST FEAR

For every level in Resist Fire the caster, or their target, will receive the equivalent of 1 point of magical armour that protects against damage caused by fire. This armour does not protect against other forms of damage, only damage caused by fire. Resist Fire will also prevent any flammable item the target is wearing or holding from bursting into flame.

Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Secret Fire Spellcasting Method: Standard As the servants of the Shadow can cause fear and dread, so the spellcasters of the West can counter it. This spell strengthens the hearts and banishes terror, allowing those affected to stand and face their foes. The caster may use it in one of two ways. Firstly, it can counter the effects of the Evoke Fear spell by allowing those under the influence of that spell to undertake their Luck roll to resist its effects as though it were a normal roll and not as a Difficult roll. Secondly, certain creatures of the Shadow exude an aura of fear around them and so anyone encountering such creatures will suffer from an Aura Attack (see Spot Rule: Aura Attacks on p214 of the BRP rulebook) induced by that fear. The Resist Fear spell can aid in such encounters by granting those experiencing such fear (including the spellcaster) a +05% bonus in their resistance roll against the attack, per level of this spell. So with two levels of Resist Fear spell the caster could add +10% to their roll on Resistance Table to defend against the attack. This spell is centred on the caster and radiates out in a 30 meter radius. All those within the radius will receive the benefits of this spell. Additional levels in this spell can be used to resist Aura Attacks as noted above, or increase the duration of this spell by 15 minutes per level, or increase the radius of this spell by 30 metres per level.

Additional levels in this spell can be used to increase the magical armour of this spell by 1 point per level, or levels can be used to increase the duration of the spell by one extra minute (5 combat rounds) per level.

REVIVE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Beasts and Birds Spellcasting Method: Standard This spell will revive a weary or tired creature (animal, beast or fell creature) strengthening the creatures limbs and invigorating the beast with renewed energy. Such an animal is then capable or renewed actions as though it were not fatigued at all. In addition, if this creature is suffering from the effects of a natural disease, the creature may be cured and restored to strength. Casters often use this spell on their beasts of burden or riding animals when great hast is required and they cannot afford for their animal to tire and become weary. If the optional Fatigue Points rule is being used, the target of Revive is considered to have their fatigue points fully restored. If the option Weariness Levels system from the ME-BRP Spot Rules Chapter is being used, all the creature’s weariness levels are instantly restored. When Revive is used to treat diseases, this spell can aid the creature’s resistance roll by +5% per level of this spell when undertaking any Stamina or CON roll in order to overcome the disease (refer to Spot Rule: Disease on page 221 of the BRP Rulebook). Additional levels in this spell can be used to increase this bonus.

RESIST FIRE Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light Spellcasting Method: Standard, Runes This cunning example of spell-craft harnesses the knowledge of fire to resist its power. Resist Fire allows its target not only protection from the damage caused by fire, but also prevents any secondary effects caused by choking and breathing super heated air caused by fire (see Spot Rule: Choking, Drowning and Asphyxiation on page 218 of the BRP Rulebook).

The spell can only reinvigorate a creature, reviving their flagging metabolism. As such, it can only be cast on the same animal a maximum of once per hour. Any more than this will cause the creature to have to pass a Stamina roll where failure means the creature goes into metabolic shock and collapses, very possibly dying. If the caster is attacked by a creature, this spell could be employed several times on that creature in order to attempt to cause it to go into metabolic shock. However a sword is possibly a

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more efficient way of dispatching such unwarranted attentions.

RUIN [DARK SORCERY] Range: Touch Duration: 15 minutes Power Point Cost Per Level: 2 Corruption Points gained by use: 1 Speciality: Dark Sorcery Spellcasting Method: Standard, Runes This spell of sorcery enhances the destructive effects of siege weapon ammunitions, missile weapon ammunitions and melee weapons. A siege engine with the spell of Ruin cast upon it will do 1D6 extra points of damage per level of the spell. All ammunition placed onto that engine will receive this increase effect whilst the spell is active. Likewise, any missile weapon can have its damage increased by +1 point of damage per level, for the duration of the spell. Finally, Ruin can be cast onto a melee weapon and that weapon will receive a +1 point of damage enhancement, per level of this spell, for the spells duration. The sorcerer must be able to touch the siege engine or weapon for this spell to be able to take effect. Additional levels in this spell can be used to increase the duration of the spell by 15 minutes per level of the spell, or increase the damage by +1D6 per level for siege engines, or +1 damage point per level for missile and melee weapons.

with fog and that fog will perpetuate for a greater length of time than if the caster just used the Fograising spell. Each level of Sanctum Power can be used to either increase the area of effect by an additional 100 metres or increase the duration of the desired spell effect by one day. Thus Sanctum Power greatly increases or extends other spell effects. Spell casters often use this spell to assist in creating a sanctum around their place of abode; hence the spell’s name has become to be known as Sanctum Power. Through this spell, sorcerers can imbibe an area with permanent cloud cover, blight a landscape or have a sense of fear and terror emanate from the very rocks. Elven spellcasters have often used this power to heal a withered landscape or cause a refreshing of the spirit and a renewing of vigour. They have imbibed rivers with healing properties and cause the air within their sanctums to capture and reflect the light in an ethereal way. The power of this spell is limited only by the spell it is combined with and the rulings of the gamemaster as to whether Sanctum Power can be combined with another spell. Sanctum Power cannot be combined with spells that cause physical harm, though it may be combined with spells that impede characters and creatures, such as by causing sleep or entanglement. Sanctum Power must be cast into the landscape the spellcaster wishes to affect. Casting the spell takes ten minutes per level of Sanctum Power. Once Sanctum Power is cast, the spellcaster casts the companion spell whose effects they wish to imbibe the landscape with. Therefore the casting time of both spells can take considerable time.

Gamemasters note: Players should always consult with the gamemaster as to which spells they wish to combine with Sanctum Power and the purposes they wish to achieve in this combination. The gamemaster’s ruling is final however.

SANCTUM POWER SAP STRENGTH [DARK SORCERY]

Range: 100 metres Duration: 1 day Power Point Cost Per Level: 3 Spell Speciality: Alteration Spellcasting Method: Standard This powerful spell is cast in conjunction with any non-combat spell from the Air and Storm, Dark Sorcery, Illusion, Secret Fire or Water spell specialities. Sanctum Power uses the effects of the spell it is cast with. These effects become infused to the location where the spell is cast, becoming a more permanent feature of that landscape. For example, if Sanctum Power is cast in conjunction with Fog-raising, then the caster can infuse an area

Range: Touch Duration: 2 minutes (10 combat rounds) Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery Spellcasting Method: Standard, Song This spell is exactly the same as the superpower Diminish/Enhance Characteristic on page 152 of the Basic Roleplaying Rulebook. Refer to the Super Power section of Chapter 4: Powers, for more information. The only clarification being that this

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sorcerous power can only diminish the Strength characteristic of the target. Additional levels in the spell can be used to increase the duration of the spell by an additional 2 minutes (10 combat rounds) per level.

necessarily its precise location. The spell will detect power emanating from another spellcaster, a creature of power, the subtle magic in an area, an item possessing power or magical qualities, or the like. Merely being and Elf or Elf-friend confers upon someone power sufficient enough for this spell to detect.

SCRIBE MOON-LETTERS

The spell will detect that power is present, but not the exact nature of that power. However, power that is used for good and noble ends will feel different to the caster than power that is tainted by the Shadow. This spell can be used to detect the general location of another powerful being, as long as it is within the range of the spell. In this way, spellcasters can become vulnerable to detection from those who can sense power.

Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard, Runes A caster who knows this spell can scribe moonletters, a magical way of writing hidden messages. Some moon-letters can only be read when the paper they are written on is held up to the moon, so that the moonlight shines through the paper. More cleaver types of moon-letters are scribed so that they can only be read when the moon shines behind them on the same night of the year or when the moon is of the same phase: crescent, full, gibbous, or waning. A spellcasters who knows this spell may attempt a Spot skill roll when examining any parchment for moon-letters. A critical or special success means that they can tell if moon-letters are written on the parchment, though the caster will not be able to read them unless they correctly utilise the light of the moon.

Additional levels in this spell can be used to either increase the range of the spell, by 30 metres per level, or the duration of the spell, by 15 minutes per level.

SHADOW OF FEAR [DARK SORCERY] Range: 100 metres Duration: 1 hour Power Point Cost Per Level: 1 Corruption Points gained by use: 10 Speciality: Dark Sorcery Spellcasting Method: Standard

Some moon-letters are written using an ink with Ithildin dissolved within it. The spell Ithildin-fire can be utilised to detect the presence of some moonletters though its effectiveness will be dependent on the use of Ithildin in the ink used to scribe the moon-letters. Should Ithildin be present in the ink, the spell Ithildin-fire will reveal the moon-letters and the caster will be able to read them.

Through this dreadful spell a sorcerer can sap the strength of will of another, sending them down the slippery slope of despair into hopelessness.

Additional levels in this spell will increase the time period that the caster can scribe moon-letters, with an extra 15 minutes being granted for each level of the spell.

The sorcerer then must succeed in their Sorcery skill roll to cast the spell. If they are successful, the sorcerer then engages their target in a resistance roll matching the sorcerers POW against the victims POW on the Resistance Table. If the sorcerer overcomes their victim in the resistance roll, the victim will lose 1 power point.

SENSE POWER Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

To initiate this spell, the sorcerer must first be able to see their victim. This can be done through magical means such as a Farseeing spell or by spying the victim from a distance.

This loss of power points is due to the victim thinking negative, depressive thoughts. The victim starts to show signs of despair and starts to lose their will for life. They lose interest in things they enjoy, and the light of life goes out from them as their thoughts become more and more darkened.

Spellcasting Method: Standard

For each hour after the first resistance roll, the sorcerer can continue their assault by continuing the With this spell, a spellcaster can perceive the spell for another hour. The sorcerer’s victim must presence of power. This spell simply allows the remain within the range of the spell (again, this can caster to determine the presence of power, but not e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.56


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be done through casting Farseeing and maintaining the spells range through that visual link). The sorcerer must continue to engage their victim in a resistance roll for each hour they wish to keep up their assault. Success in the resistance roll will mean that their victim loses another power point due to despair. Failure means that the victim does not lose a power point, but they remain under the sorcerer’s assault. Only if the sorcerer fumbles in their resistance roll will the spell be broken and the victim freed from despair. Over time, the victim loses power points and falls more and more into despair. When the victim falls to zero power points, they will collapse unconscious. The sorcerer can then either release their victim, who will remain unconscious until they regain positive power points, or the sorcerer can maintain their assault for another two successful resistance rolls. At this time, the sorcerer must then sacrifice one point of POW. By doing this the sorcerer severs their victim’s will to live and the victim finally dies. The sorcerer will be limited in their actions whilst using this spell, due to the fact that they must keep concentrated on their victim, sending them mental images of despair. The sorcerer can eat, drink, walk around a room, sit and stand or lay down but not much else. Should the sorcerer be engaged in combat, their concentration on the victim will be broken and the spell will likewise be broken, freeing their victim from despair. This spell can be maintained by expending 1 power point for every hour of the spells duration. Should the sorcerer run out of power points, they will collapse and their victim will be freed from the sorcerers assault.

SHADOWS AND PHANTOMS [DARK SORCERY] Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Speciality: Dark Sorcery Spellcasting Method: Standard With this spell of deception and manipulation, a sorcerer can weave illusions: shadows and phantoms of magic to befool and temp his enemies. This spell is essentially the same as the Illusion spell on page 98 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

Sorcerers most often use this spell to create illusionary disguises for their servants and so this spell can function in the same way as the spell Wizards Guise. After the sorcerer creates the phantom, the person covered by it may go where they wish without dispelling the image. This spell can also aid the sorcerer in concealing them whenever they wish to hide by weaving shadows and phantoms around them. The sorcerer must remain still, and the spell does not counteract or conceal any noise they make. Sorcerers can also create completely illusionary persons to trick the unweary or beguile another with the phantoms beauty. Sorcerers have used this trick in particularly when fooling another that an absent, or deceased, loved one has returned. They also use this trick to create the illusion of the dead returning back from the grave. In this way they can fool the living, weaving their lies and deceptions. Shadows and Phantoms differs from the Illusion spell on page 98 of the BRP rulebook, in that the phantoms created by this spell can speak and make other sounds as the sorcerer desires. However, the sounds are a projection of the voice of the sorcerer and so if the sounds do not match the phantom’s image, onlookers may become suspicious that what they are looking at may not be real. Finally, sorcerers are also known to cast this spell in order to create the illusion that the landscape is not what it actually is. They can make a healthy forest seem dying and decayed, or make a run down house appear to be a fine mansion, etc. The phantom will cover an area of 30 metres (in radius or square, as the sorcerer needs it to be) per level of this spell. Additional levels can also be invested into this spell to increase its duration by 15 minutes per level. In all cases, the phantoms can be exposed as an illusion by any of the means outlined in the Illusion spell on page 98 of the BRP rulebook.

SHATTER Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Alteration Spellcasting Method: Standard This spell grants the caster the ability to shatter small objects. In many ways it is a similar spell to the Dark Sorcery Bladeshattering spell, but the Wise created this spell as a means of fighting back against this dark sorcery. This spell allows a caster to cause one object of SIZ 18 or smaller to suffer 1D6 worth of damage per level

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SHIELD OF THE AINUR

of the spell. If the caster’s skill roll in casting this spell is a critical success then the object will instantly shatter or melt into smoke. In general, this spell will automatically work on nonmagical objects and it can affect weapons as well as any other inanimate object, even doors. Against magical items the caster must first use their POW to overcome the objects SIZ, or its level of magic (whichever is greater) on the Resistance Table. If they succeed, the object will suffer damage. Otherwise the spell will have no effect. Additional levels in this spell can be used to increase the range of the spell, or add additional damage (at 1D6 per level) to the spells effects. Any objects greater than SIZ 18 will not be affected by this spell.

SHEATH OF ICE [DARK SORCERY] Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery Spellcasting Method: Standard This unusual sorcery spell imitates a power of the dreaded Helegrogs, the fearsome ice-demons that troubled the far North of Middle-earth in times past. It is a spell not often seen in the latter days of the Third Age; for knowledge of it was more common when the Witchking ruled Angmar and terrorised the Northern lands. Yet it remains a potent tool for servants of the Enemy. Sheath of Ice encases a single target in a block of solid ice. It takes one combat round to create the sheath around a man sized victim, longer if against larger targets. The target is then immobilised for 1D6 minutes before the ice melts enough for the victim to escape. During the time of immobilisation, each minute the victim must succeed in a Stamina roll or suffer 1D6 damage directly to their total hit points from the effects of this sorcerous cold. The ice sheath does not fully form around the target and so they are still capable of breathing. Additional levels of this spell can be used to increase the range of the spell, by 30 metres per level.

Range: 2 metres Duration: Instantaneous Power Point Cost: 5 only Spell Speciality: Secret Fire Spellcasting Method: Standard The Ainur are the “holy ones”, the thoughts of Ilúvatar (Eru) to which he gave eternal life through the power of the Flame Imperishable. Of the Ainur, those that came to Arda as its keepers and custodians are known to the Wise as the Valar. By the grace of the Valar a spellcaster may gain their protection at times of great peril. This protection is given in the form of the Secret Fire spell known as the Shield of the Ainur. This shield forms a sphere of light around the caster, to which no attack or vial sorceries of the Enemy can penetrate. It shelters the caster for one attack only absorbing the attack in a shower of sparks, and then dissipates. In addition to the shielding effects of this spell, if a weapon is used in the attack against the caster, the weapon will suffer the effects from the spell Shatter as though it were a level 3 spell. The spell will remain in effect until an attack of any type (physical or magical) is made against the caster. This is a potent spell, like no other available to a spellcaster. Powerful spellcasters, such as the Istari (the Wizards) who are Maiar in nature, are able to maintain this spell for multiple attacks made against them. In this case, it will only be negated if the one attacking the caster is able to overcome the casters POW on the Resistance Table when they attack. Should this happen, the spell will still absorb the attack, but will then dissipate in a shower of sparks as noted above. In addition, the Shatter effects from such powerful spellcasters are greater in potency than that listed above. No additional levels in this spell are permitted.

Gamemasters note: Nothing prevents the spellcaster from casting this spell to defend themselves against an attack each combat round. However this spell’s effects depend on the good graces of the Valar and Maiar and so gamemaster’s may wish to limit their player characters from casting this spell to only when they really are in great peril and not when they are attacked by a band of Orcs. Gamemasters should feel free to impose when, and when not, this spell may be cast. Alternatively, gamemasters may wish to have the player undertake a Luck roll when they wish to cast this spell any more than once per gaming session, to see if they are given grace by the Valar to use this spell. Such a

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Luck roll should be very hard (i.e. POW x2 or POW x1) to pass.

wins the resistance roll, the target will be silenced. Otherwise, the target will remain unaffected and able to communicate normally. Levels in this spell can be used to increase the spell’s duration by an additional minute per level of the spell.

SHUTTING-SPELL Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard, Runes With this spell, a caster can magically lock a door or container, preventing anyone from opening them. The door or container becomes permanently sealed and can only be opened by the application of magic (such as the Opening-spell), or by destroying the door or container. This spell is almost identical to the Seal spell on page 100 of the Basic Roleplaying rulebook. However, unlike that spell, the Shutting-spell works on sealing doors and containers only, and causes them to be sealed permanently. This spell should be considered to be a specific application of the Seal spell. The caster can specify a command word that will open the lock when anyone speaks it. Additionally the caster can increase the strength of the door or container as outlined in the Seal spell in the BRP rulebook. Should another caster attempt to counter this spell by using the Opening-spell at the same time as the Shutting-spell is being applied, the two spellcasters will engage one another in a POW versus POW resistance roll on the Resistance Table. The victor determines which of these competing spells succeeds.

SILENCE

Additional levels of this spell can also be used to affect more than one target at the same time, with one additional target per level of the spell. However each target must be overcome separately by the caster. If all targets lose their resistance rolls, they will all be silenced at the same time.

SLUMBER Range: 100 metres Duration: 8 hours Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard, Song With this spell, a caster can place one person into a deep sleep from which they cannot awake on their own. Others can awaken the sleeping person in the usual ways: jostling them, shouting at them, splashing water on their face, and the like. After eight hours the effects of this spell will cease, permitting those affected by it to wake normally. They will suffer no ill effects from their slumber as this spell induces normal, deep sleep. Should the sleeping person be physically attacked whilst under the affects of the spell, they will instantly awake and be alert to the peril they face from their attacker. The caster must overcome the targets POW in a resistance roll matching the casters POW to the targets POW on the Resistance Table. If the caster wins the resistance roll, the target will fall asleep. Otherwise, the target will remain awake and unaffected. Additional levels of this spell can be used to affect more than one target at the same time, with one additional target per level of the spell. However each target must be overcome separately by the caster. If all targets lose their resistance rolls, they will all fall asleep at the same time.

Range: 100 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Spell Speciality: Mysticism Spellcasting Method: Standard With this spell a caster can silence another person, preventing them from making audible sounds. If the target of this spell is another spellcaster, they will be unable to cast spells for the duration of their silencing. The caster must be able to see their target in order to cast this spell. The caster must overcome the targets POW in a resistance roll matching the casters POW to the targets POW on the Resistance Table. If the caster

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SMITE

SORCERY WARD

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Secret Fire

Spellcasting Method: Standard

Spellcasting Method: Standard, Song

This spell strengthens the sword-arm (or weapon arm) of one engaged in battle and enables him to make one especially mighty blow. The target of Smite receives a +5% bonus on their next melee weapon, or unarmed combat skill roll — whenever they may deliver it.

This powerful spell shields the target from the baleful effects of dark magic. It grants the target a bonus of +05%, per level of Sorcery Ward, to all resistance rolls that they must make as a result of sorcery spells being cast against them.

In addition, if they succeed in their combat roll, they will be able to double their damage bonus for that attack. If they do not normally have a damage bonus Smite grants them a bonus of +1D4 for that attack only. Additional levels can be used to increase the range of this spell, or increase the bonus to the targets melee/unarmed combat skill roll. However additional levels will not increase the damage bonus.

SMOKE-WEAVING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Air and Storm Spellcasting Method: Standard With this spell, a caster can shape smoke, affecting its colour, shape and movement. Spellcasters can give smoke rings all the colours of the rainbow and set them to chasing one another, and they can craft dragons, sailing ships, and other shapes out of smoke. But the caster cannot create smoke out of thin air, increase the amount of smoke present naturally, or make the smoke significantly thicker and denser than it already is. Ordinarily this spell would be used for the amusement of others but under the right conditions (i.e. when the gamemaster deems so) this spell can add a bonus of +20% to a casters, or their ally’s, Command, Fast Talk, Perform, Persuade or Teach skill rolls for the duration of the spell. Additional levels in this spell can also be used to either increase the range of the spell by 30 metres per level, or increase the duration of the spell by 15 minutes per level of the spell. However, for the spells duration to be increase, smoke must still be present.

If the sorcery in question allows no resistance roll, the target may initiate a resistance roll against the sorcerer by matching the target’s POW against the sorcerer’s POW on the Resistance Table. If the target wins, he suffers no effect from the sorcery spell. If the sorcerer wins, the spell generates its normal effects. In addition, if the target of Sorcery Ward is attacked by a weapon enchanted by one or more sorcery spells, or a sorcery spell that does physical damage (such as Blast of Sorcery), he gains the benefit of 1 point of magical armour, per level of Sorcery Ward, to protect against the damage (both normal and magical damage) inflicted by that sorcery. This magical armour only protects against weapons enchanted by sorcery and damage inflicted by sorcery. As such it will not provide any protection against normal nonsorcery enchanted weapons or non-sorcery magical damage. Sorcery Ward is compatible with other spells that provide protection against damage and defences against sorcery, so for example, a caster could cast on the same target both Sorcery Ward and Protection. Additional levels in this spell can be used to increase its duration by an additional 15 minutes per level, or increase its benefit to resistance rolls by +05% per level, or increase the magical armour protection against sorcery by +1 point of magical armour per level, or any combination of these.

SPELLBINDING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Mysticism Spellcasting Method: Standard

Through this spell, the caster can bind a person (or another living creature such as an animal or Troll) holding them still with only very limited movement. The binding will prevent the target from movement or attacking, but not from breathing or speaking and the e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Magic – page.60


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This spell bears great power of healing and restoration and the Wise know that its power can break the bonds of sorcery’s hold over a victim.

target is permitted some very limited and slow movement of their limbs. The targets movement rate however effectively becomes zero for the duration of the spell. The target can attempt to break the binding once per minute (i.e. every 5 combat rounds) by succeeding in a resistance roll using their STR against the casters POW on the Resistance Table. If the bound person (or animal) succeeds, the Spellbinding spell is broken. If unsuccessful, the target can try again in another minute/5 combat rounds. Additional levels in this spell can be used to either increase the range by 30 metres/level or duration by 15 minutes/level.

SPIRIT SIGHT Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Spell Speciality: Mysticism This spell allows the caster to see into the realm of the spirits. This realm is a veiled reflection of the physical world, but living creatures are seen as mere shadows. Beings of a spiritual nature, such Elves, spirits or wraiths, become clearly visible through this spell. Elves appear to be surrounded by a very bright halo of light whereas spirits and wraiths appear as pale, but clearly visible beings. The wearing the One Ring granted this power to Bilbo and Frodo and other less powerful artefacts may also confer this power to the wearer. This spell allows the recipient to clearly see spirits and therefore permits them to operate freely in combat against such beings. However as physical creatures will appear as shadowy figures, the caster will be at a disadvantage when engaged in combat against such physical beings when under the effects of this spell. The recipient of this spell (unless it is conferred by the use of an artefact) may cancel its effects at any time before the duration of the spell expires.

Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Restoration Spellcasting Method: Standard, Song

The effects of this spell are so potent, that even those who show the signs of worry or burden on their faces, or who are aged before their time, will see a change and restoration of their features to that of one who is carefree and their true age. Some have even seen scared or burnt skin restored to normal.

STEADY CRAFT

Spellcasting Method: Standard

SPRINGTIME

Through this spell the power of Command and Shadow of Fear are instantly broken, freeing the victim from a sorcerer’s controlling influence or despair. To those effected by diseases or poisons, this spell grants them a +50% bonus to any resistance roll or Stamina roll to overcome their ailments. And to those who are fatigued (including the caster themself), this spell grants sudden vitality and renewed energy restoring all lost fatigue points (if this option is being used).

Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Water Spellcasting Method: Standard, Song Sailing upon any of Middleearth’s great waters, whether on the river Anduin or on the Bay of Belfalas, or even the inland sea of Rhûn, has its hazards. This spell grants a +5% bonus to all Pilot Boat and Pilot Ship skill rolls needed to sail the target vessel. Steady Craft must be cast on a vessel; it has no effect if cast on someone who pilots the vessel.

STEADY HAND Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Mysticism Spellcasting Method: Standard, Song This spell allows the caster to aid his comrades (or himself) in any situation where manual dexterity will prove helpful. It confers an instant bonus to any Physical skill roll. When this spell is cast on a target any Difficult skill roll belong to skills of the Physical skill category may be treated as though it were a Normal skill roll, and any Normal skill roll may be regarded as an Easy skill roll. The affects of this spell are instantaneous and so only one skill roll can be affected when Steady Hand

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This spell allows the caster to fortify himself or one of his comrades in a situation where powers of endurance are important. It grants a +5% bonus, per level of the spell, to all Stamina rolls that the target must make for the duration of the spell. This spell can be cast on animals and creatures.

is cast. This spell may not be cast on beasts or monsters.

STORM SUMMONING

Additional levels can be used to increase the bonus to the Stamina roll at a rate of an additional +5% per level of Stout Body.

Range: 1 kilometre Duration: 1 hour Power Point Cost Per Level: 2 Spell Speciality: Air and Storm Spellcasting Method: Standard, Song With this spell, a caster can summon the formation of a storm. It takes time for the upper wind currents generated by this spell to cause humidity and updraft to form significant enough clouds to form a storm. At the end of one hour, a small storm cell will have formed. The caster must devote that entire time to creating the storm. So if the caster is distracted enough, such as in being attacked, the spell will be broken. The storm cell whilst forming will move to anywhere the caster desires, within the range of the spell. Should the caster not extend the duration of the spell past one hour, the storm cell will dissipate over the next coming hour. To produce a much larger and more powerful storm, the caster will need to devote additional time to the duration of the spell. The caster must remain focused on producing the storm and cannot be distracted. It would take around three hours to develop a significant storm, but for every hour devoted to summoning, the storm will become larger and more powerful and will take an equal number of hours to dissipate after this spell has run its course. For example, four hours spent summoning will mean that the storm becomes a large storm and will remain for four more hours after the summoning has finished, at the location assigned by the caster, within the range limit of the spell. Additional levels can be devoted to increasing the range of the storm (at an additional kilometre per level of the spell), or the duration of the summoning and therefore longevity of the storm (at an additional hour per level).

STOUT BODY Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard

STRENGTH OF LIMB Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard, Song This spell allows the caster to aid his comrades (or himself) in any situation where the force of muscle and sinew will prove helpful. It grants a +5% bonus, per level of the spell, to all Effort rolls that the target must make for the duration of the spell. This spell can be cast on animals and creatures. Additional levels can be used to increase the bonus to the Effort roll at a rate of an additional +5% per level of Strength of Limb.

SUNDERING Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Alteration Spellcasting Method: Standard, Song This potent spell allows a caster to shatter and destroy large objects: towers, walls, bridges, and the like. Large objects include anything over SIZ 18. The targeted object suffers 1D10 points of damage per level of this spell. The structures armour, if it possesses any, will provide protection against this damage. Although this spell functions at range, it is far more effective if the caster actually is in contact with the object they wish to destroy. This of course, can place the caster in danger of being injured in the collapse. If the caster can touch, or make contact with the object in some other way, they will do 2D10 points of damage to the object, per level of the spell. The spells range can also be increased by 100 meters per level of the spell.

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SWIFT OF FOOT

This spell shields the caster, or their target, from the effects of Farseeing and Sense Power.

Range: Touch Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Beasts and Birds

Any who try to observe the caster with Farseeing will not be able to find them, though perhaps they may catch some trace of his passing, such as an abandoned camp fire.

Spellcasting Method: Standard, Song

Whilst veiled, in order for the caster to be detected by the Sense Power spell, a spellcaster will need to engage the veiled caster in a resistance roll matching the two spellcasters POW on the Resistance Table. If the veiled caster succeeds, they will remain undetected by the Sense Power spellcaster. The spellcaster using Sense Power will be unaware that they have not detected the veiled caster (they simply don’t detect any powerful presence) however the veiled caster will be aware that someone is trying to detect them.

This spell grants fleetness of foot to a character, beast, or monster of the caster’s choice. The target’s movement rate is doubled for the duration of the spell. Additional levels can be used to increase the duration of the spell by an additional 15 minutes per level of Swift of Foot.

TRANSFORMATION

Additional levels in this spell can be used to increase the duration of the spell or add additional people to the protection of the veil.

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Illusion

VEILING SHADOW [DARK SORCERY]

Spellcasting Method: Standard, Song Through this spell a spellcaster can make any inanimate object appear to look like anything else they wish. The illusion is permanent until it is either dispelled by using Dispel, or the caster dismisses the spell. Should someone touch the object, they will notice ripples around where they touch, as their hand comes into contact with the illusion. Likewise, should an object strike the illusion, the air will appear to ripple where the object was struck. This should be a hint to any observer that what they are looking at is an illusionary cover for what is actually there. This spell will cover one object of SIZ 18 or less. For every object 5 SIZ points higher than SIZ 18, an additional level in this spell will be required to cover the object in the illusion. The illusion will drape around the object so that from all angles, the object will appear to be what the spellcaster wishes it to appear like. The object can be moved, and the illusion will continue to surround the object.

VEIL Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Range: 1 kilometre Duration: 1 day Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Speciality: Dark Sorcery Spellcasting Method: Standard, Song With this spell, a sorcerer can call dark heavy clouds to cover an area one kilometre in diameter in deep shadow. The effect is that of heavy rainclouds blocking out the sunlight and casting a gloomy darkness within their shadow. Within this shadow, the creatures of Darkness can operate without penalty as they are not affected by sunlight. Trolls that are affected by sunlight will not turn to stone under this shadow, nor will Orcs suffer any penalty for operating in daylight. The cloud cover will be centred on the sorcerer or one of their minions, and will move as they move. The clouds are so thick that being within their shadow will count as semi-darkness (refer to the Spot Rules: Darkness on page 220, and Weather Conditions – Cloud Cover on page 235ff of the BRP Rulebook for more details) with all skill rolls being considered Difficult to those not adapted to low light vision. Additional levels in this spell can be used to either increase the spells area of effect or its duration.

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VICTORY-SPELL

Additional levels in Virtue of Finding can be used to increase the range of the spell by an additional kilometre per level of the spell.

Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 2 Spell Speciality: Mysticism

VOICE OF COMMAND

Spellcasting Method: Standard, Runes This spell grants the caster or anyone they touch the boon of increasing their missile and melee attack skills by half again. It also increases their Throw skill by half again for the duration of the spell. So for example, a character with a weapon attack skill of 50% will for the duration of this spell increase their attack chance by half again to 75% (skill of 50% + spell boon of 25% = 75%). However, during this time, a character affected by this spell will be so euphoric in battle and so focused on vanquishing their foes, that they will forgo defending themselves. As such, they will become fearless and rush headlong into battle believing themself to be unstoppable. As such, all of their combat parry skills will be halved for the duration of this spell. Should the recipient of this spell be unwilling to have it cast on them, the caster can attempt to cast it on the person anyway through matching their POW to the recipients POW in a resistance roll. If the caster succeeds, the Victory-Spell is cast. Additional levels can be used to increase the duration of the spell, or they can be used to grant the spell’s boon to more than one target (at one person per spell level).

Range: 1 kilometre Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard This spell grants the caster the ability to project their voice over the range of the spell. Their voice will boom forth so that all can clearly hear it, even over the noise of battle. The caster can, for the duration of the spell, choose when to speak in a normal manner and when to project their voice forth. In this way, commands and encouragements can be issued to troops on the battlefield, or friends can receive instructions from a distance, and the caster can also maintain a normal dialogue with a person next to them. Due to the booming projection of their voice, the caster is granted a bonus of half their skill again in the skills Command, Fast Talk and Persuade. So a caster with a Command skill of 30% will, for the duration of the spell, have this skill increased to 45%. The caster can grant the Voice of Command to anyone they touch. Additional levels can be used to increase the duration or increase the range of the spell.

VOICE OF SUASION VIRTUE OF FINDING

Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Range: 1 kilometre Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

Spellcasting Method: Standard This spell allows the caster to pinpoint the location of any object that belongs to him, as long as it is within range at the time of casting. The caster must name a specific object as he casts the spell, such as ‘the front door key to Bag End.’ If the item has been enchanted with Obscure, the caster must make a successful resistance roll against the caster who enchanted it, by matching their POW on the Resistance Table. Virtue of Finding may not be used to locate persons, beasts, or monsters.

This spell increases the caster’s powers of persuasion. The casters every word seems sweet and reasonable, their opinions and advice most worthy of consideration. Anyone listening to the spellcaster must pass a Luck roll. If they fail their Luck roll, the spellcaster’s words become appealing to them. For the duration of the spell, this gives the caster a boon to all their Communication skills when talking to those who are eager to listen. The spellcaster gains +50% to any of their Communication skill rolls involving those who find his words sweet to listen to.

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Some spellcasters are so proficient in this spell that it has become like a natural ability to them. The wizard Saruman the White is a good example of a spellcaster whose proficiency in this spell has meant that it is now become a natural ability for him. For such proficient spellcasters, the Luck roll of all who listen to their words may be adjusted to INT x4 or INT x3 instead of the usual INT x5. Additional levels in this spell will add to the duration of the spell, or permit the spellcasters voice to travel clearly across a larger range than 30 metres. For every extra level of this spell, it can be extended another 15 minutes, or its range extended another 30 metres.

Sorcery affects the sorcerer by granting them a +5% bonus, per level of the spell, to resistance rolls the sorcerer engages in whilst the spell is active. This bonus only affects the sorcerer when they engage a target in a resistance roll (such as when casting other sorcery spells), not when they are engaged by another in a resistance roll. In other words, the sorcerer must be the ‘Active Characteristic’ on the Resistance Table. Additional levels in this spell can be used to increase the bonus conferred by this spell.

WASTE [DARK SORCERY] VULNERABILITY TO FIRE Range: 15 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 3 Spell Speciality: Fire, Smoke and Light

Range: Touch Duration: 10 combat rounds Power Point Cost Per Level: 1 Corruption Points gained by use: 3 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

Spellcasting Method: Standard

This spell calls upon the primeval power of fire to cause harm to a single target for the duration of the spell. While this spell is in effect the target will suffer double the damage caused by fire, up to the maximum possible damage that the fire can cause.

This spell saps strength from the body and limbs of a single victim. This spell is almost exactly the same as the Diminish/Enhance Characteristic superpower on page 152 of the Basic Roleplaying Rulebook. Refer to the Superpower section of Chapter 4: Powers, for more information.

For example, a target affected by Vulnerability to Fire is hit with a flaming torch that does 1D6 damage. The damage rolled is 3 points, but because the target is affected by the spell, they receive 6 points of damage. This is also the maximum possible damage that the flaming torch can do, so should the roll have been a 4, 5, or 6, the target would not suffer any more than the maximum of six points of damage that the torch is capable of doing.

There are only two differences between the power described on page 152 and this spell. Firstly, Waste can only diminish the STR characteristic. Secondly, only 1 point of STR can be diminished per level of this spell. Additional levels in this spell can be used to either increase the duration of the spell by an additional 10 combat rounds per level, or increase the amount of STR diminished by 1 point per level.

Additional levels in this spell can be used to increase the range or duration of this spell.

WATER BOLT VULNERABILITY TO SORCERY [DARK SORCERY] Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery Spellcasting Method: Standard This spell daunts anyone who would resist the power of the Shadow, making them more susceptible to the use of Sorcery. Vulnerability to

Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Water Spellcasting Method: Standard, Runes This spell is exactly the same as the Blast spell on page 94 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The blast produced by this spell is caused by a bolt of water. The caster must be within 100 metres of a source of water that is at least as large as a bucket or pale of water for this spell to be able to be used.

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WATER-FEAR

Fast Talk, Perform, Persuade or Teach skill rolls for the duration of the spell.

Range: 100 metres Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Water

Additional levels in this spell can also be used to either increase the range of the spell by 100 metres per level, or increase the duration of the spell by 15 minutes per level of the spell.

Spellcasting Method: Standard, Song This spell is an enchantment first woven in Imladris to protect the river borders that separate it from the outside world. Whether Master Elrond himself created it, tales of lore do not say. It affects characters and creatures alike. The target of the spell must pass a resistance roll, matching their POW against the casters POW. If the target fails their resistance roll, they will suffer having all their skill rolls becoming Difficult for as long as they remain within 30 metres of a substantial body of water such as a river, stream, lake, or sea. They may not cross the water in a vessel, on foot, or on horseback; they can cross at a bridge however. If a target of Water-fear suffers a fumble from their resistance roll to resist this spell, they will be paralysed by fear of the water for the duration of the spell. Additional levels can be used to increase the duration or casting distance, by 1 hour, or an additional 30 metres, per level of the spell.

WATERSHAPING Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Water Spellcasting Method: Standard, Song This spell grants the caster power over nearby waters. The caster can shape the waves as they desire, transforming them into elaborate shapes and depictions of mounted warriors, dragons, ships, or whatever else the caster wishes. This spell is not powerful enough to create waves big enough to smash or suck down ships, but it could be used to create a surface wave that a ship can ride upon to travel faster than normal. Alternatively, it could be used to create a subsurface wave that would slow a ship’s movement down. The spell is powerful enough to create a wave that could knock a person down and wash them away, or overboard a ship. Under the right conditions (i.e. when the gamemaster deems so) this spell can add a bonus of +20% to a caster’s, or their ally’s, Command,

WIND-MASTERY Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Air and Storm Spellcasting Method: Standard, Song This spell allows the caster to control the winds, altering their speed and direction, causing them to arise where the air is calm, and stilling them where the air is windy. The caster can only influence the winds within the area of the range of this spell. Consider the caster to be at the centre of this range and the radius of 100 metres will extend outwards from the caster. Any winds conjured by the caster will be Light Winds (refer to the Spot Rule: Weather Conditions – Winds on page 235ff of the BRP Rulebook for more details). To make stronger winds the caster must add additional levels to the spell. Moderate Winds will require two levels of this spell; Strong Winds will require three levels, and so on up to Tornado-Force Winds which requires a total of seven levels in this spell. Regardless of the levels used in this spell all winds will start off as Light Winds and progress to become as strong as the caster wishes them to be, up to Tornado-Force Winds. It takes 1 minute (i.e. 5 combat rounds) for the spell to generate Light Winds, 1 more minute for it to generate Moderate Winds, and so on. In order to reach Tornado-Force Winds a total of 7 minutes (i.e. 35 combat rounds or roughly 1½ Turns) must transpire. If the caster does not wish to extend the spell’s duration, these winds will start to abate in the following manner: Hurricane-Force Winds after 8 minutes, Windstorm after 9 minutes, Severe Wind after 10 minutes, Strong Winds after 11 minutes, Moderate Winds after 12 minutes and then finally Light Winds after this for minutes 13, 14 and 15, when the spell ceases. If the caster is attempting to reduce the winds experienced within the range of the spell, use the formula above in the reverse order. Additional levels in this spell can be used to extend the range of the spell, or the duration of the spell, or

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will not be moved. The caster however, can use additional levels of this spell next combat round to try again to move the resisting person.

increase/decrease the intensity of the winds as defined above.

The caster can retrieve or fling the object the range of the spell. If the caster is flinging the grasped object at someone or something, use the caster’s Throw skill to determine whether the caster hits or misses the target. Use the Knockback Special Success rules on pages 194 and 197 of the BRP Rulebook to determine any damage suffered by the object.

WIZARDS GUISE Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard This spell allows a caster to alter their appearance so that they may pass unnoticed and unmarked among other folk. It is not an illusion, but a temporary alteration of their features. They cannot change form with this spell, only their appearance is altered. The caster retains the overall human shape and their SIZ, so a mannish spellcaster could disguise himself as an Elf, Man or Orc, but not a Hobbit, Dwarf or Troll. To anyone who has reason to suspect the caster is not what they appear to be, this spell effectively grants the caster a bonus of +50% to their Disguise skill. The caster may still however need to pass Etiquette, Fast Talk, Perform, Persuade or Status skill rolls to talk their way out of being exposed as a fraud. Additional levels in this spell can alter additional persons, at one person per level. Additional levels can also be used to increase the duration of the spell.

Once an object is grasped, as outlined above, the caster can pin that object (including a person) to a wall or floor for 1 combat round. After that time the spell abates and the person or object is free to move. Additional levels can be used to increase the range of the spell, or the maximum SIZ of the object grasped.

Gamemasters note: Although this spell is not normally known for its ability to manipulate objects back and forth, it has been rumoured that very powerful spell casters are in fact able to do just that. By using this spell, only the most accomplished and powerful spell casters are said to be able move objects back and forth or cause them to dart or spin about a room.

WIZARDS RUIN Range: Touch Duration: Instantaneous Power Point Cost Per Level: All Spell Speciality: Alteration Spellcasting Method: Standard

WIZARDS HAND

This spell represents to most desperate action that a spell caster can take. When all else seems lost, the spell caster can cast this spell, sacrificing themselves in an explosion of power, hopefully taking the casters enemies to the grave with them.

Range: 15 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Alteration Spellcasting Method: Standard With this spell, a caster can ‘grasp’ and object at a distance and move or fling it. The effect is instantaneous, so while the caster can fling the object away from themself or draw it swiftly to their hand, the caster cannot move the object back and forth or cause it to dart about a room. The caster can move an object up to and including 5 SIZ points per level of the spell. So two levels can be used to grasp a person or object of SIZ 10 or smaller. No resistance roll is required if the grasped object is free to move. Should a person resist being grasped, use the Resistance Table to match the persons SIZ against the maximum SIZ of object this spell can lift. If the person successfully resists, they

Wizards Ruin is the option of last resort, for the spell caster summons the Song of Creation to surge through them, making the caster the focal point for a massive release of energy from the Song. When cast, no power points are deducted as in when casting other spells. Instead, the casters current power points, along with any remaining power points available to the caster from their magical items (i.e. any power point storage devices such as crystals and their own staff) are added together. To this number, add the result of +1D6 if this spell’s Spell Casting Method skill roll was a success, +2D6 if the skill roll was a special success, or +3D6 if the skill roll was a critical success. This dice roll represents

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the Song of Creation’s power surging forth from the caster. Once the total amount of power points have been determined, this becomes the amount of damage that is released from the caster as they explode in a white flash of energy. This power point value is used as the power of the blast, and the spell caster is the epicentre for the explosion. Refer to page 222 Explosions in the Spot Rules chapter of the BRP rulebook for the effects of this damage. Depending upon the situation and what material may be around the caster, shrapnel may result from the explosion (potentially producing additional damage) and Knockback damage may also occur. It goes without saying that the spell caster is killed by the explosion with their body completely vaporised. Their spirit is not destroyed however, and will pass on into the afterlife, possibly content in the knowledge that those who sought their death were themselves also taken to the grave.

Double the spells normal duration. This new duration becomes the basis for use with the spell for any calculations involving adding levels to that spell. For example: if a spells basic duration is 30 minutes, Word of Command will temporarily change that to double (ie 1 hour). This then becomes the basic duration of the spell for any calculations involving adding levels to that spell.

Cause the spell to do maximum damage. If a spell that causes damage (such as Fiery Blast) successfully hits its target, instead of rolling the damage dice indicated in the spells description, the spell automatically does its maximum damage.

If the spell provides a boon to a skill roll or characteristic roll, Word of Command causes any attempt with the skill or characteristic roll to automatically succeed.

Word of Command is considered to be cast at the same time that the spell it augments is cast, and it can only aid the spellcaster, not another person attempting to cast a spell. As such, Word of Command’s range affects the caster only and it is considered to be an instantaneous spell.

WORD OF COMMAND Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Mysticism Spellcasting Method: Standard This spell is amongst the most potent known to sorcerers or the Wise. It unleashes the potential of the Ainulindalë, which streams through the caster into their spell casting. Such a release of raw energy can have unexpected side effects. It is different from the spells Command and Voice of Command. By invoking a Word of Command, a caster can enhance the power of any other spell in a special way. This power comes at a price, however. For once Word of Command has been used; the spellcaster becomes completely exhausted and unable to cast another spell for 5 full turns (25 minutes). When the spellcaster utters a Word of Command in conjunction with another spell, they may choose to do any one of the following to that other spell: •

Double the spells normal range. This new range becomes the basis for any calculations involving that spells range and levels added to increase the range. For example: if a spells basic range is 15 metres, Word of Command will temporarily change that to double (ie 30 metres). This then becomes the basic range of the spell for any calculations involving adding levels to that spell.

There are unknown side effects for casting Word of Command that few can guess. These side effects may be beneficial or they may not. Such side effects could be the cause of an adventure, or they may summon great peril in pursuit of the spellcaster. At the very least, this will give the gamemaster something interesting to throw at the player characters after they have cast this spell.

YOUR STAFF IS BROKEN Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Alteration Spellcasting Method: Standard This spell was designed by powerful spellcasters to limit the spell casting ability of other casters with whom they come into conflict with. Essentially it allows a spellcaster to engage another spellcaster in a contest of willpower. Should the spellcaster succeed their opponent’s staff, a powerful symbol of their spell casting ability, will be instantly destroyed. This is because spellcasters are able to use their staff to act as a focus for their power and spell casting. By overloading that ‘focus’ in such a contest of mental energies, the staff will not be able to contain those energies flowing through it and it will

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suddenly shatter. Not only will this prove in a very visible way which spellcaster is the stronger, but it will also rob the loosing spellcaster of a powerful tool in the casting of spells. When this spell is cast, the caster engages their opponent in a resistance roll matching their current power points (including any they can muster from power point storage devices such as crystals and their own staff) against their opponents current total power points (including any the opponent can muster from power point storage devices). The victor of the resistance roll then can instantly overload the losers staff and cause it to shatter, destroying it instantly. Because this spell can result in the caster loosing the resistance roll, and therefore their own staff, this spell is rarely used by spellcasters. Additional levels in this spell can be used to increase the range of this spell by an additional 100 metres per level.

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GRIMOIRE OF MIDDLE-EARTH NAME

RANGE

DURATION

SPECIALITY

METHOD

1hr / level Instantaneous 15min / level

POWER PTS / LEVEL 1 2 POW 2

Animal Messenger Animate Skeleton Bane-spell

Touch 15m Touch

Beasts & Birds Dark Sorcery Alteration

Touch Touch 100m Touch Touch

1hr / level 15min / level 15min / level 15min / level Permanent

1 1 1 1 1 POW

Beasts & Birds Beasts & Birds Beasts & Birds Alteration Alteration

Bladesharpen Bladeshattering Blast of Cold Blast of Sorcery Blinding Flash

100m 100m 30m 30m 30m

15min / level Instantaneous 15min / level Instantaneous Instantaneous

1 2 3 3 2

Blight Break Binding Burning Sparks

30m 15m 30m

Instantaneous Instantaneous Instantaneous

2 1 2

Touch Touch Touch Touch 1 km 30m Touch 30m 1 km Touch 30m Touch 30m 100m 100m Touch Touch 15m Touch 30m 100m Touch Hearing Touch 100m Touch

Instantaneous 30 min 1 hour Instantaneous Instantaneous Instantaneous 1 hour Instantaneous Permanent 1 hour min. Instantaneous 1 hour Instantaneous 1 hour 15min / level Instantaneous 15min / level 10 CR 15min / level 15min / level Instantaneous 1hr / level 1hr / level 5 CR 5min / level Instantaneous

1 POW 2 POW 2 POW 3 POW 2 POW 2 POW 2 POW 2 POW 2 POW 3 POW 3 POW 1 POW 3 POW 3 POW 1 2 1 3 POW 1 3 3 1 3 2 1 2

Alteration Dark Sorcery Air & Storm Dark Sorcery Fire, Smoke & Light Dark Sorcery Mysticism Fire, Smoke & Light Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Secret Fire Dark Sorcery Mysticism Alteration Dark Sorcery Alteration Air & Storm Water Air & Storm Dark Sorcery Dark Sorcery Mysticism Alteration

Standard Necromancy Standard, Runes, Song Standard, Song Standard Standard, Song Standard, Runes Standard, Runes, Song Standard, Runes Standard Standard, Song Standard, Song Standard, Song

Beast Cloak Beast Speech Beast Summoning Biting Wood Blade Preservation

Create Light

100m

15min / level

1

Create Darkness

100m

15min / level

1

Create Zombie Create Zombie (Headless)

15m 15m

Instantaneous Instantaneous

2 POW 3 POW

Blessing of Aulë Blessing of Elbereth Blessing of Oromë Blessing of Manwë Blessing of Ulmo Blessing of Mandos Blessing of Tulkas Blessing of Lórien Blessing of Yavanna Blessing of Estë Blessing of Vairë Blessing of Nessa Blessing of Nienna Blessing of Melian Call Fell Beasts Calling Change Hue Circle of Summoning Cloak of Shadow Cloud Break Cold Blast Cold-Ward Command Corrupt Surface Countermagic Crafting-Spell

Fire, Smoke & Light Fire, Smoke & Light Dark Sorcery Dark Sorcery

Standard, Song Standard Standard Blessing Blessing Blessing Blessing Blessing Blessing Blessing Blessing Blessing Blessing Blessing Blessing Blessing Blessing Song Standard, Song Standard Standard Necromancy Standard, Song Standard, Song Standard, Runes Standard Standard, Song Standard Standard, Song Standard, Runes, Song Standard, Runes, Song Standard, Runes, Song Necromancy Necromancy

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RANGE

DURATION

Dark Stench Detect Foe Diminish Disarm Dispel Display of Power Divine Truthfulness Dullblade

Touch Touch Touch 5m 100m 100m Touch 100m

5 CR 1hr / level 15min / level Instantaneous Instantaneous 15min / level 5 CR 15min / level

POWER PTS / LEVEL 1 1 1 2 1 3 3 1

Dull Senses Dumbness Enhance Food Enslave Beast Ensnare Soul Entangle Evoke Awe Evoke Fear Exclusion Farseeing Fair-Seeming Farspeaking Fatigue Fiery Blast

30m 100m Touch 100m Touch 30m 100m 100m Touch Touch Touch Touch 5m 100m

15min / level 1hr / level Instantaneous 1 day / level Instantaneous 5 CR 15min / level 15min / level Instantaneous 15min 1hr / level 15min Instantaneous Instantaneous

1 1 1 3 3 POW 1 3 3 1 3 1 2 3 3

Fiery Missile

Touch

Instantaneous

1

Finding and Returning Fire of Udun Fireshaping

Touch 15m 30m

1 day / level Instantaneous 15min / level

2 3 1

Flame Arrow

15m

5 CR

2

Flame of Anor Fog-Raising

15m 30m

Instantaneous 15min / level

3 2

Fog-Weaving

30m

15min / level

1

Forgetfulness Fortify Works Guarding-Spell Heal Hex-Spell Hides Virtue Holding-Spell Ice Spray Imitation-Spell Intercept Missile Ithildin-Fire Keen Senses Kindle Fire

30m Touch Touch Touch 15m Touch 100m 30m Touch 30m Touch Touch Touch

Instantaneous 1hr / level 15min / level Instantaneous 1 day / level Instantaneous 15min / level Instantaneous 15min / level Instantaneous 15min / level 15min / level Instantaneous

3 1 3 3 1 1 2 1 1 1 1 1 2

Lame Lightning Lightning-Blade

30m 60m Touch

5 CR Instantaneous Instantaneous

3 3 3

NAME

SPECIALITY

METHOD

Dark Sorcery Secret Fire Dark Sorcery Alteration Mysticism Mysticism Secret Fire Mysticism

Standard, Song Standard Standard, Song Standard Standard Standard, Song Standard Standard, Runes, Song Standard Standard, Song Standard, Song Standard, Song Necromancy Standard, Song Standard Standard Standard, Runes Standard, Song Standard Standard Standard Standard, Runes

Mysticism Dark Sorcery Restoration Dark Sorcery Dark Sorcery Beasts & Birds Secret Fire Dark Sorcery Mysticism Mysticism Dark Sorcery Mysticism Dark Sorcery Fire, Smoke & Light Fire, Smoke & Light Mysticism Dark Sorcery Fire, Smoke & Light Fire, Smoke & Light Secret Fire Air & Storm, Water Air & Storm, Water Dark Sorcery Alteration Mysticism Restoration Dark Sorcery Beasts & Birds Dark Sorcery Water Illusion Alteration Alteration Mysticism Fire, Smoke & Light Dark Sorcery Air & Storm Air & Storm

Standard Standard, Runes Standard, Song Standard Standard, Runes Standard Standard, Song Standard, Song Standard, Song Standard, Song Standard, Runes Standard, Song Standard, Runes Standard, Song Standard Standard, Runes Standard Standard, Runes Standard Standard Standard, Runes Standard Standard Standard

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RANGE

DURATION

Mastery of Shapes Mind Barrier Mind Shield Mind-Speech Misdirection Mist of Speed Morgul Wound Move as Through Water Murder of Crows Naming Obscure Opening-Spell Preserve Corpse Preserve Fire

Touch Touch Touch 100m 100m 30m Touch 100m 100m Touch Touch Touch Touch 30m

1hr / level 1hr / level 1hr / level 10 CR 1hr / level 1hr / level Instantaneous 15min / level Instantaneous Instantaneous 1 month / level Instantaneous 1 day / level Instantaneous

POWER PTS / LEVEL 3 1 1 1 3 3 3 1 3 1 2 1 1 POW 2

Protection

100m

15min / level

1

Purify Shadow-Wound Power of the Land

Touch 100m

Instantaneous 15min / level

3 3

30m

Instantaneous

2

Rain-Ward

Touch

1hr / level

1

Reading the Heart Renew Resist Fear Resist Fire

Touch 30m 30m Touch

Instantaneous Instantaneous 15min / level 5 CR

2 2 2 1

Revive Ruin Sanctum Power Sap Strength Scribe Moon-Letters Sense Power Shadow of Fear Shadows & Phantoms Shatter Sheath of Ice Shield of the Ainur Shutting-Spell Silence Slumber Smite Smoke-Weaving Sorcery Ward Spawn Mornen Spellbinding Spirit Binding Spirit Sight Spirit Subjugation Spirit Summoning Springtime

Touch Touch 100m Touch Touch 30m 100m 30m 100m 30m 2m Touch 100m 100m 30m 30m Touch 15m 30m 15m Touch 15m 15m Touch

Instantaneous 15min / level 1 day / level 10 CR 15min / level 15min / level 1hr / level 15min / level Instantaneous Instantaneous Instantaneous Instantaneous 5 CR 8 hours Instantaneous 15min / level 15min / level Instantaneous 15min / level Instantaneous 5 CR 10 CR 15min / level Instantaneous

2 2 3 1 1 1 1 1 2 3 5 only 1 1 1 1 1 1 3 POW 2 3 POW 1 1 POW 3 POW 3

NAME

Quench Fire

SPECIALITY

METHOD

Beasts & Birds Mysticism Mysticism Mysticism Mysticism Mysticism Dark Sorcery Beasts & Birds Dark Sorcery Beasts & Birds Illusion Alteration Dark Sorcery Fire, Smoke & Light Alteration

Standard Standard Standard Standard Standard Standard, Song Standard, Runes Standard Standard Standard Runes Standard Necromancy Standard, Song

Restoration Air & Storm, Beasts & Birds, Water Fire, Smoke & Light Air & Storm, Water Mysticism Beasts & Birds Secret Fire Fire, Smoke & Light Beasts & Birds Dark Sorcery Alteration Dark Sorcery Alteration Mysticism Dark Sorcery Dark Sorcery Alteration Dark Sorcery Secret Fire Alteration Mysticism Mysticism Mysticism Air & Storm Secret Fire Dark Sorcery Mysticism Dark Sorcery Mysticism Dark Sorcery Dark Sorcery Restoration

Standard, Runes, Song Standard, Song Standard, Song Standard Standard Standard Standard, Song Standard Standard, Runes Standard Standard, Runes Standard Standard, Song Standard, Runes Standard Standard Standard Standard Standard Standard Standard, Runes Standard Standard, Song Standard Standard Standard, Song Necromancy Standard Necromancy Standard Necromancy Necromancy Standard, Song

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RANGE

DURATION

Steady Craft Steady Hand Storm Summoning Stout Body Strength of Limb Summon Fell-Spirit Summon Spectre Sundering Swift of Foot Transformation Veil Veiling Shadow Victory-Spell Virtue of Finding Voice of Command Voice of Suasion Vulnerability to Fire

Touch Touch 1 km Touch Touch 15m 15m 100m Touch 30m Touch 1 km Touch 1 km 1 km 30m 15m

1hr / level Instantaneous 1hr / level 15min / level 15min / level 15min / level 15min / level Instantaneous 15min / level Instantaneous 15min / level 1 day / level 5 CR Instantaneous 15min / level 15min / level 5 CR

POWER PTS / LEVEL 1 3 2 1 1 3 POW 3 POW 3 2 2 1 3 2 1 1 3 3

Vulnerability to Sorcery Waste Water Bolt Water-Fear Watershaping Wind-Mastery Wizards Guise Wizards Hand Wizards Ruin Word of Command Your Staff is Broken

Touch Touch 100m 100m 100m 100m Touch 15m Touch Touch 100m

5 CR 10 CR Instantaneous 1hr / level 15min / level 15min / level 1hr / level Instantaneous Instantaneous Instantaneous Instantaneous

1 1 3 1 1 2 1 1 All 3 3

NAME

SPECIALITY

METHOD

Water Mysticism Air & Storm Alteration Alteration Dark Sorcery Dark Sorcery Alteration Beasts & Birds Illusion Mysticism Dark Sorcery Mysticism Mysticism Alteration Mysticism Fire, Smoke & Light Dark Sorcery Dark Sorcery Water Water Water Air & Storm Alteration Alteration Alteration Mysticism Alteration

Standard, Song Standard, Song Standard, Song Standard Standard, Song Necromancy Necromancy Standard, Song Standard, Song Standard, Song Standard Standard, Song Standard, Runes Standard Standard Standard Standard Standard Standard Standard, Runes Standard, Song Standard, Song Standard, Song Standard Standard Standard Standard Standard

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CREATURES FAIR AND FOUL: A MENAGERIE OF MIDDLEIDDLE-EARTH AKNOWLEDGEMENTS

CREATURES OF MIDDLE-EARTH

The inspiration for the creatures in this chapter come from many sources and thanks is due to each one. The works of John Howe and Ted Nasmith have been a guiding inspiration for many a year when it comes to imagining Middle-earth in all its wonder and terror. Their images presented here come from many free sources off the web, but I owe them a great deal of thanks for this vision of Tolkien’s amazing world. Other sources of inspiration come from a variety of places. There are creatures listed here that appear in the various depictions of Middle-earth that have appeared over the years, including in Peter Jackson’s vision of The Lord of the Rings and in the Lord of the Rings Online: Shadow’s of Angmar Massive Multiplayer Online Game. In addition, the role playing games: Middle-earth Role Playing (MERP) and Decipher’s Lord of the Rings RPG have also provided a great deal of inspiration and guidance. So has the Encyclopaedia of Arda. There are many images presented in this chapter that come from a variety of sources, some I have already noted and others from the Elfwood website (I have to confess that I can’t remember which ones now and who created them, I apologise unreservedly for not giving you proper credit here). A great many come from that excellent game: Lord of the Rings Online: Shadow’s of Angmar Massive Multiplayer Online Game. Finally, a personal note as I want to thank a few people whom have been invaluable in providing source material, feedback and images for this work. Kevin Berger, the hapless French guy, has been of incalculable assistance to me in providing source material and I owe him a bunch! I also want to thank Dario (aka Pilous) from www.basicroleplaying.com for his assistance with excellent drawings which appear in this work and also for his advice providing another Tolkien fans viewpoint of the creatures presented here. All these sources and inspirations have come together to produce this chapter and have indeed fed into the whole Middle-earth BRP project. Hope you enjoy encountering these creatures as much as my rpg group hasn’t!!! Hey, you can’t make life easy for the players. They wanted adventure, and I gave it to ‘em... Enjoy!

Wherever they turn, the heroes of Middleearth are challenged by fell beasts and creatures. Some are allied with the Enemy while others pursue corrupt ends for their own delight. The pages of this chapter provide statistics and descriptions of many of the creatures seen, mentioned, and described in The Hobbit and The Lord of the Rings. Some of the creatures listed here are allied to the Free Peoples, others are natural creatures of nature. Many however are creatures under the influence of the Shadow and as such characters will come directly into conflict with such creatures. The creatures depicted in this work are:

Creature

Aurochs Balrog Barghest Barrow-wights Bats Bears Boar Crebain Crawler Dark-water Dragon-kind Cold-drake Fire-drake Winged-drake Drakes Wryvern Worm Wyrm Dourhand Dwarves (Petty Dwarves) Eagles, Great Earth-kin Ents (Onodrim) Fallen Maiar Bandúrhoth Dindair Helegrog Rogmul Fell-beast Gaunt-lord Gauradan Ghost Giant Gorthorog Great Beast

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Griffin Huorn Kraken Losrandir (Caru) Lynx Mammoth Mearas Mewlip Morroval Neekerbreeker Oliphaunts (Mûmakil) Orcs Orc Goblin Uruk-hai Half-orc Orc Player Characters Orc Ghoul Salamander Sabre-toothed Cat Sea Serpent Shade Sickle-fly Skeleton Spiders Lesser Spiders Giant Spiders Shelob’s Spawn Spirits Fell Spirit Spectre Stoorworms Trolls Cave Trolls Forest Trolls Hill Trolls Mountain Tolls Snow Trolls Stone Trolls Pirtereg (Half-trolls) Olog-hai Vampire Watcher in the Water Watch-stones Angmar’s Ancient Watch-stones Fell Watch-stones Pûkal Men Watch-stones, Animated Werewolves Wight Wildmen of Dunland Wolf-Kind Wolves Dire Wolf Wargs Wraiths Wraith Cargûl Zombie Zombie

35 35 37 38 39 39 40 41 42 43 44 46 47 48 49 50 51 54 55 57 57 58 59 60 60 61 63 64 66 66 68 69 70 70 71 72 73 74 75 76 77 78 80 81 81 82 82 83 85 86 87 88 88 89 90 91 91 93 94 95

Headless Zombie Zombie, severed arm

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AUROCHS

BALROG

Among the beasts that roam the lands, few inspire such respect from hunters as the Aurochs. Related to domesticated cattle, these creatures are known by their massive size and long, curving horns. Once the Aurochs roamed in massive herds all across Middle-earth, but in later days they have been reduced to a handful of areas on either side of the Misty Mountains. Aurochs are placid by nature and wish to be left alone, but will attack when approached. An Aurochs gives warning before attacking by twisting its neck back and forth, digging a groove in the dirt with each horn in turn. Some believe that the Aurochs relate to the fabled Kine of Araw, the quarry of Vorondil the Hunter, ancestor of the stewards of Gondor. It is said that Vorondil took the horn of his prey, and from it fashioned the great horn later carried by Boromir, son of Denethor. Rumours from northward suggest that Aurochs are now the quarry of hulking creatures who wear the Aurochs' long horns as part of their hunting garb. Little more can be said of these strange hunters.

Balrog, Sindarin for 'demon of power,’ describes this creature full well. Like unto a gigantic man with wings and horns, it is filled with darkness, and yet fire covers it. A mane streams out behind it, and its dark wings fill the sky to either side. It carries two weapons: a great sword and many-thronged whip. Before the beginning of the First Age of Middle-earth, a Vala named Morgoth followed a path of pride that led him into darkness. Before Morgoth became a Dark Lord, he persuaded many of his fellows to join his service. When he fell, they fell with him. The greatest and most terrible of these became the Balrogs. Forsaking their fair forms in the early days of Middle-earth, Balrogs became the embodiment of wrath. During the First Age, they were the captains of Morgoths armies and the generals of his hosts. At the end of the First Age, the Dark Lord of Angband fell, and all but a handful of Balrogs fell with him. Those few that survived the destruction hid themselves in the deep places of the earth, waiting for the day when someone would awaken them and they could once again harrow Middle-earth. The Dwarves of Moria awakened such a creature slumbering under Caradhras. Acting alone, Durin's Bane slew the Dwarf-lords of Moria and cast the Dwarves there from their ancient homes. Gathering Trolls and Orcs around him, this Balrog ruled the mines as a tyrant for five centuries. At the end of the Third Age, Gandalf the Grey, while escorting the Ring-bearer through Moria, finally confronted the Balrog. Gandalf struggled for ten days with the Balrog of Moria before winning the struggle, though it cost him dearly. Balrogs like to surround themselves with the familiar elements of fire and shadow. Angband, Morgoths volcanic fortress, had both elements in abundance. Deep caverns under other Misty Mountain peaks than Caradhras may well be the dwellings of Balrogs, particularly near the Ettenmoors or in the wastes once populated by Dragons. In any given situation, Balrogs attempt to rule unless someone greater forces them to become his vassal. Whenever they are free to exert their will, they become tyrants. They gather servants (usually Orcs) about them, elevate the most powerful ones to the status of lieutenants, and rule their domain with an iron fist. The relationship between Sauron and surviving Balrogs-particularly Durins Bane, the Balrog of Moria can only be guessed at. Sauron was the lieutenant of Morgoth during the First Age, and the Balrogs undoubtedly greatly respected and feared him then. However, perhaps because much of Sauron's power was lost when Isildur clove the One Ring from his finger, he never gathered the surviving

Characteristic Roll STR 3D6+24 CON 3D6 SIZ 3D6+24 INT 4 POW 3D6 DEX 2D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 34-35 10-11 34-35 4 10-11 7

MOVE: 12 HIT PTS: 16-17 Damage Bonus +3D6 Tres Fact: N/A Points 3/5 3/5 3/7 3/7 3/5 3/5 3/6

NOTE: Aurochs have natural 3pt hides. Strike Percentage Damage Rank @ 2D10+db crsh Butt 8 50% @ 6D6 crushing Trample 8 50% @ An Auroch cannot butt and trample in the same combat round. Weapon

Skills: Listen 50%, Sense 50%, Spot 60%

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Balrogs or forced them into his service. It is almost certain that Sauron knew that a Balrog survived in Moria, but if Sauron had the power to command the Balrog, he never seems to have exerted it. In any event, of all the creatures in Middle-earth, it's likely that only Sauron himself had the ability to successfully command a Balrog. Even Saruman would hesitate from attempting this feat. Even the least of Balrogs is a suitable challenge for the greatest champions of the Free Peoples. Except in First Age, they should be encountered only in their lairs. These should not be incidental encounters; a confrontation with a Balrog should shake any campaign to its roots. Anyone with the courage and ability to withstand one deserves to be ranked beside the greatest heroes of old.

Gamemasters note: when characters

engage a Balrog in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Balrog’s are immune to all fire attacks.

Gamemasters other note: though

Balrog’s possess wings, they are incapable of flight. They are able to use their wings however to create a gust of wind in front of them. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Leg Left Leg Abdomen Chest Right Wing Left Wing Right Arm Left Arm Head

10D6 10D6 10D6 2D6+6 20D6 4D6 Melee 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20

Average 35 35 35 13-14 70 14

MOVE: 12 HIT POINTS: 35 Damage Bonus +3D6 Tres Factor: 1000 Points 10/9 10/12 10/12 10/15 10/15 10/9 10/9 10/12 10/12 10/12

Strike Percentage Damage Rank 3D8+db bleed Flaming Sword 3 100% 2D6+3 entangle Flaming Whip 1 90% 1D6+db bleed Claw 5 100% 1D6+db bleed Claw 10 90% 2D6+db crush Kick 8 70% Wing Blast 8 90% @special Weapon

Note: A Balrog cannot use its claws at the same time it uses its sword and whip. @ A Balrog can attempt to create a powerful gust of wind by buffeting its wings. Anyone within a 10 metre radius of the Balrog must succeed in an Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Spot 80%, Listen 80%, Sorcery 100% POWERS Cloaked in Darkness: Deep shadow surrounds the Balrog like a cloak of darkness. All non-magical light within 10 metres of it is extinguished or dimmed, and anyone caught within this darkness is treated as being within semi-darkness as per the Darkness Spot Rules on p. 220 of the Basic Roleplaying rulebook, with all their Combat skills becoming Difficult. Heart of Fire: At the Balrogs heart is a fell power of fire. Most of the Balrogs were Maiar who were spirits of fire. As such living flame courses over every surface of a Balrogs body. It may Kindle Fire (as per the spell) with only a touch. Any creature or object in contact with the Balrog suffered 3D6 hit points of damage per combat round due to fire. If a character is in contact with the Balrog (for example the Balrog grasps or grapples the character), then their hair and clothing may catch fire as well. A successful POW x 1 roll avoids this. In addition, due to the smoke and heated air emanating from the Balrog, anyone within melee combat with a Balrog will be subject to the Choking, Drowning, and Asphyxiation Spot Rules on p.218 of the BRP rulebook, at 1D6 damage to CON. Magic Spells: Balrogs know all Sorcery spells. Due to the Balrogs Maiar nature, they do not make a Stamina rolls after casting spells. Overwhelming Presence: The sight of a Balrog is frightening, to say the least. Legolas cried out in fear and dismay when the Fellowship encountered Durin’s Bain within Moria. When a Balrog is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Power over Magic: Balrogs are primeval beings with considerable power over magic. A Balrog can spend one Combat Round to cast a counter-spell to any spell that has been cast. If the caster is still in the process of casting the spell, the Balrog can engage to caster in a POW vs POW resistance attack (use the resistance table matching the Balrogs POW against the casters POW). If the Balrog succeeds, caster fails to cast the spell. In addition, any spell that is less than seven levels in strength, will not affect a Balrog. Only spells with 7 levels or higher can hope to have any effect on a Balrog. Tainted Lair: The innate powers of a Balrog corrupt its home. Vile creatures are drawn to its abode, while

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good and natural creatures shun it. Anyone approaching the lair of a Balrog will feel unease and may become afraid (natural creatures will become spooked and flee in fear). Weapons of Flame: A Balrog carries two weapons. The first is an enormous sword-far too big for any man to wield-that does 3D8 damage. The second is a many-thronged whip that does 2D6+3 damage. On a Special success or better with the whip, a Balrog may entangle a foe. Anyone entangled must match their STR vs the Balrogs STR in order to remain standing or be bragged off at the mercy of the Balrog. To escape from the whip’s entanglement requires the entangled person to succeed in an Agility roll. This roll is considered Difficult.

BARGHEST There are more threats in the cliffs and crags of Eriador than Orcs and evil Men. Many creatures that walk on four legs, both natural and evil, stalk prey in the hills and fields of the Northern lands of Middle-earth. Of all the four-legged creatures which stalk the north-western lands, the Barghests are amongst the worst. Evil hounds akin in a way to the Werewolves, they are terrible creatures possessed of a weak Fell-spirit. They are rarely seen anywhere but ancient fields of battle and burial grounds, haunting the grassy knolls where the dead lay. They are a pack animal and attack any prey they see or smell, shredding them to pieces with their sharp fangs and powerful jaws. A Barghest’s eyes glow a dull red colour, betraying the evil spirit of the creature. Gamemasters note: though the Barghest is a living creature, it possesses qualities of some undead beings. This is due to the wicked spirit of the creature and makes it a dangerous being to cross paths with. This also explains why the creature is found mostly amongst places where the dead have been laid to rest. Characteristic Roll STR 3D6+6 CON 3D6 SIZ 2D6+4 INT 2D6 POW 2D6+8 DEX 3D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04

Average 16-17 10-11 11 7 15 10-11

MOVE: 10 HIT POINTS: 11 Damage Bonus +1D4 Tres Fact: N/A Points 2/3 2/3

Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Left Fore Leg 14-16 Head 17-20 Weapon Bite Claw

2/5 2/5 2/3 2/3 2/4

Strike Percentage Damage Rank 1D8+db bleed 9 50% 1D6+db bleed 7 60%

Skills: Listen 35%, Stealth 75%, Spot 60%, Tracking 40% POWERS Paralysing Stare: When a Barghest is stalking or hunting a prey, it will attempt to make eye contact with it. If it succeeds, the Barghest will the attempt to paralyse the victim with its horrifying stare. Characters encountering a Barghest must succeed in a Luck roll or inadvertently stare into the creatures eyes. If this occurs the character must then also succeed in a POW vs the Barghest’s POW roll on the resistance table. Failure means that the character is paralysed with fear for that combat round and can only parry, dodge or otherwise take defensive actions against the Barghest (they cannot cast defensive spells however). The victim may attempt another Luck roll next combat round in order to break free. If they succeed in the Luck roll, they are no longer paralysed by fear and can act normally. If they fail in the Luck roll, they are still affected by fear and can only continue to undertake defensive actions. Undead Stamina: Due to the evil spirit of the Barghest, this creature is possessed of some qualities found only amongst undead creatures. Barghest take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Barghest’s do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason.

BARROW-WIGHTS Barrow-wights infest the withered, mummified corpses of the ancient nobility of the High Men of the North. They remain clothed in their burial shrouds or the ceremonial armour in which these were laid to rest. Many wear crowns or carry other bejewelled symbols of their host's status in life. The evil spirit animating the corpse causes the Barrowwight's eyes to shine a faint, cold light. In the 15th century of the Third Age, forces of the Witch-king of Angmar slew the last Dunadan

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prince of Cardolan and drove the surviving nobility into the vast, hilly fields of Tyrn Gorthad. Many of these refugees held that land sacred, as their greatest kings and heroes of old rested there in large burial mounds. It seemed like a fitting place for the Dunedain to take refuge and make a last stand. The Witch-king, however, did not see the surviving Dunedain as worthy of the attentions of his armies. Instead, as a plague ravaged the Northlands and threatened to eradicate the Dunedain of Cardolan completely, the Witch-king called forth hundreds of evil spirits and dispatched them to Tyrn Gorthad. The spirits entered and animated the corpses of the ancient Dunadan heroes and kings, turning them against their terrified descendants. By the time of the War of the Ring, only a few scholars remember the proper name of Tyrn Gorthad. Most call the region 'the Barrow-downs.’ While the great burial mounds that dot the hilly region are rumoured to contain great treasures, few dare to explore them because the Barrow-wights remain as well. Barrow-wights reside in the burial mounds of the Barrow-downs. They rarely venture more than a few hundred yards from the tombs they inhabit. Similar evil spirits also have been dispatched to infest the earthly remains of longdead leaders of Men elsewhere in Middle-earth. But by far the greatest concentration of such spirits is within the Barrow-downs. There are three types of wights. Faeryn (S. “major wights;” sing. Faeron) inhabit the tombs of the kings of Cardolan, of which there are few. Faerig (S. “lesser wights;” sing. Faereg) haunt the tombs of the princes of Arnor and Cardolan and the greater of the ancient Edain. The Faer nibin (S. “minor wights;” sing. Faer niben) guard the more modest barrows, many of which are clustered in groups along the down ridges or on smaller hillocks. Barrow-wights are solitary creatures who generally avoid one another and instead focus on living creatures that venture too close to their lairs. Only in cases where several heroes or great leaders were buried in the same tomb might more than one Barrow-wight be encountered in the same barrow. Barrow-wights only venture into the open during the darkest hours of night, as sunlight is lethal to them, killing them instantly. They only attack small groups of travellers or lone sentries, using their spells to ensure their attack comes as a surprise. Barrow-wights typically bring captured victims to their lairs, where they perform mock religious services or hold mock royal courts. In either case, they eventually kill their victims by consuming their life-force.

Some say valuable magic and coin can be picked off the ground by those brave enough to look, and they are correct. In fact, many of the people of Cardolan still lie unburied where they fell centuries ago, but the Barrow-wights know the locations of these corpses and often hide near them, in tunnels and camouflaged pits where they crouch ready to drag hapless heroes to doom in the inky underground darkness. In order to completely destroy a Barrowwight, the spell laid upon the barrow must be broken and the wight must be vanquished. If the spell upon the mound remains unbroken, the barrow will shortly be reoccupied by another wight. To break the spell upon the barrow, the treasure must be left free for all finders, although the slayer is permitted to take a few items from the hoard. To take all of the treasure for a purely good purpose may also break the spell. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Weapon Weapon # Fist

POW POW 2D6+6 2D6+6 @ 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 16-17 16-17 13 13 16-17 10-11

MOVE: 10 HIT PNTS: POW Damage Bonus +1D4 Tres Fact: 100 Points Variable*/POW** Variable*/POW** Variable*/POW** Variable*/POW** Variable*/POW** Variable*/POW** Variable*/POW**

Strike Percentage Damage Rank 7 70% Weapon +db see Icy Touch 8 60%

@ A Barrow-wights STR and CON are equal to its POW. The POW of a Barrow-wight will depend upon the grave that it inhabits and the wealth and status (in life) of its deceased occupant. Thus a Major wights POW will be 5D6+6, a Lesser wights POW will be 4D6+6 and a Minor wights POW will be 3D6+6. * A Barrow-wight will “wear” the rotten clothes or armour of its barrows’ interred occupant by animating the corpse, still dressed in its grave clothes or armour. ** The corpse itself is too brittle to have hit points and will either break or crumble if hit with an object. However, due to the undead nature of the wight, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage

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would (ie half rolled damage). Only magic and magical weapons will do full damage to a wight. A wight’s hit points are equal to its POW. Damage inflicted to a hit location of a wight will affect its total hit points only, as wights have no true hit locations, for only the corpse they animate possesses true hit locations. # A Barrow-wight will use a suitable weapon taken from treasure within its barrow. Skills: Listen 75%, Stealth 75%, Spot 60%, Sorcery 100%, Tracking 60% POWERS Magic Spells: Bladeshattering, Create Light, Evoke Fear, Fog-raising, Forgetfulness, Holding-spell, Spellbinding. Barrow-wights do not make Stamina rolls after casting spells. Some wights, particularly those who inhabit the bodies of the greatest Dunadan kings of old, know additional spells selected from this list: Blast of Sorcery, Command, Misdirection, Power of the Land, Shadow of Fear, Slumber, Veiling Shadow. Icy Touch: A Barrow-wight's touch is chill and deadly. For every combat round of contact, the victim loses 2 points of Strength and Constitution. When either attribute reaches 0, the victim falls unconscious for 2d6x10 minutes. Lost points are regained at the rate of 1 point of STR and CON per 10 minutes upon regaining consciousness-or in full upon the application of the spell Heal. Overwhelming Presence: The presence of a Barrow-wight is frightening. When a Barrow-wight is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -60% penalty to their resistance roll attempt. Undead Stamina: Barrow-wights need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Barrow-wights do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason.

BATS For those who wander beneath the moonlight on tranquil evenings in Eriador, the sound of bat wings in the darkened sky rarely brings a sense of fear or dread. In the wilds of Middle-earth, it is not uncommon to hear the rush of wings or catch a glimpse of small, darting shapes flittering on a night's hunt for insects around fields

and still ponds. Even those who explore dark caves are more startled than truly afraid when the light of a lamp disturbs the slumbering creatures into a frenzied rush for the cave's exit. In these dark days, however, the wild creatures of Eriador are not as they once were. A shadow of corruption now spreads throughout the wilderness, bringing with it an unwelcome darkness. The bats of Eriador, once content to be concealed from villagers and townsfolk, have begun hunting larger creatures, even swarming to attack unwary travellers in the night. Adventurers from outlying areas tell tales of menacing creatures with huge, leathery wings, cold black eyes, and needle-sharp teeth that deliver wicked bites. These tales are troubling indeed, for these creatures of the skies are numerous throughout Eriador. If they now fly in the service of a dark master, travel by night is likely to be perilous, even for the wariest adventurer. The details provided here are for the larger variety of bats that dwell now in the tainted lands of Eriador, such as Angmar, and in the lairs of the creatures of Darkness. For the smaller, more common variety of insectivorous bats, gamemasters may wish to use the Insect Swarm creature rules on p.336-337 of the BRP rulebook as these bats are far too small to require detailed characteristic descriptions here, with the obvious difference being that bats have no stings. Instead of the insect swarm sting, gamemasters may substitute the bats bite. This assumes that the bats are swarming in for the attack and not just trying to fly past. If these small bats are just been disturbed by someone and are swarming in order to fly away, use their Swarming Presence power below and do not include any bite attacks. Characteristic Roll STR CON SIZ POW DEX Hit Location Right Claw Left Claw Body Right Wing Left Wing Head Weapon Bite

2D4 2D6 2D4 2D6 1D6+18 Melee 01-03 04-06 07-12 13-15 16-18 19-20

Average 5 7 5 7 21-22

MOVE: 1/12 fly HIT PTS: 9-10 Damage Bonus none Tres Fact: N/A Points 0/2 0/2 0/4 0/2 0/2 0/3

Strike Percentage Damage Rank 1D4 bleeding 7 40%

Skills: Listen 100%, Spot 35%

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POWERS Aerial Dodge: When all bats are in flight they are able to manoeuvre will excellent precision due to their capacity for sonar navigation. As such, all attempts to hit a bat in flight are considered Difficult. Swarming Presence: When small bats are in flight they prefer to stay tightly packed flying together manoeuvring in excellent precision due to their capacity for sonar navigation. Any character caught in such a swam will have all their actions considered to be Difficult for the duration of their presence within the swarm.

BEAR BEARS Despite the many dangers which lurk in the dark corners of the woods and mountains, Middle-earth is not solely populated by evil beasts and monsters. In nearly every region, animals of a most natural order can be found roaming, going about their own business. Not all of these animals are harmless, however. There are many dangers which do not serve the Enemy in Mordor. The bear is just one such animal that can pose a danger to any who cross their path. Bears of different breeds can be found throughout Middle-earth, favouring wooded mountains and forested hill-lands. Individual bears of some breeds can grow to very large sizes. These large omnivores will warn you before they attack, but still they should not be taken lightly. Ignoring a bear could result in unfortunate circumstances. Brown bears are the smallest of the bear varieties and can be found throughout all the forests, plains and woodlands of Middle-earth. The Grizzly bear is a more aggressive species than the Brown bear and can be found in the mountains and forests of northern Middle-earth, from Gondor northwards. Polar bears are by far the most aggressive of the bear species, never turning down a chance for a meal as they can never be sure that they will survive long enough for another chance to come along. Polar bears are found across the far north of Middle-earth, around the ice bay of Forochel and throughout the Northern Wastes and the northern slopes of the Grey Mountains

STR CON SIZ INT POW DEX

3D6+10 2D6+6 3D6+10 5 3D6 3D6

Av. 20-21 13 20-21 5 10-11 10-11

Weapon Bite Claws (x2) Slap

Melee 01-02 03-04 05-07 08-10 11-13 14-16 17-20

Points 3/5 3/5 3/7 3/7 3/5 3/5 3/6

Strike Percentage Damage Rank 1D10+½db bled 8 25% 1D6+db bleed 3 40% 1D3+db crush 5 25%

Bears can attack twice in a combat round, using either two separate claw attacks or one claw and one bite attack. Skills: Climb 40%, Listen 75%, Sense 75%, Spot 60% Grizzly Bear Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon Bite Claws (x2) Slap

4D6+10 2D6+8 3D6+12 5 3D6 3D6 Melee 01-02 03-04 05-07 08-10 11-13 14-16 17-20

Av. 26-27 15 23-24 5 10-11 10-11

MOVE:14 (8 swimming) HIT POINTS: 19 Damage Bonus +2D6 Tres Fact: N/A Points 4/5 4/5 4/8 4/8 4/5 4/5 4/7

Strike Percentage Damage Rank 1D10+½db bled 8 35% 1D6+db bleed 3 50% 1D3+db crush 5 35%

Bears can attack twice in a combat round, using either two separate claw attacks or one claw and one bite attack.

Brown Bear Characteristic Roll

Hit Location Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head

MOVE:14 (8 swimming) HIT POINTS: 17 Damage Bonus +2D6 Tres Fact: N/A

Skills: Climb 40%, Listen 75%, Sense 75%, Spot 60%

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Polar Bear

Characteristic Roll

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon Bite Claws (x2) Slap

5D6+10 3D6+8 5D6+10 5 3D6 3D6 Melee 01-02 03-04 05-07 08-10 11-13 14-16 17-20

Av. 30-31 17-18 30-31 5 10-11 10-11

MOVE:14 (8 swimming) HIT POINTS: 25 Damage Bonus +2D6 Tres Fact: N/A Points 6/7 6/7 6/10 6/10 6/7 6/7 6/9

Strike Percentage Damage Rank 1D10+½db bled 8 45% 1D6+db bleed 3 60% 1D3+db crush 5 45%

STR CON SIZ INT POW DEX Hit Location Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon Tusk

BOARS Boars are wild, feral pigs with wiry coats, long tusks and extremely poor dispositions. They are commonly encountered in small groups of two to 12 individuals. Boars are omnivorous, though the majority of their diets is composed of roots and berries. They are ferociously territorial creatures, who will attack a much larger creature without hesitation. Boars of every kind are often found in plains, woodlands and forests. Though none now are as terrifying or mighty as the great boar of Everholt that once terrorised the Firien Wood in Rohan, these tusked pigs are generally wild and vicious. Care should be taken when travelling through the woods, for the rustle in the underbrush may not be a hare or squirrel.

3D6+6 2D6+9 2D6+3 5 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

20 15 10 5 10-11 10-11

MOVE: 10 HIT POINTS: 13 Damage Bonus none Tres Fact: N/A Points 2/4 2/4 2/6 2/6 2/4 2/4 2/5

Strike Percentage Damage Rank 1D6+2+db imp 8 45%

Skills: Listen 50%, Sense 50%, Spot 60%, Tracking 40%

Bears can attack twice in a combat round, using either two separate claw attacks or one claw and one bite attack. Skills: Climb 40%, Listen 75%, Sense 75%, Swim 80%, Spot 60%

Average

CREBAIN These menacing black birds from the lands between the Misty Mountains and the dark forest of Fangorn are often controlled by the forces of darkness, acting from above as the eyes and ears of the enemy. Large and intelligent, flocks of these crow-like creatures darken the skies on their mission of evil. But be warned, even one Crebain is capable of alerting the enemy with the swiftness of the wind. Crebain are native to Fangorn and Dunland. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Body Right Wing Left Wing Head

1D4 1D6 2 6 3D6 1D6+18 Melee 01-03 04-06 07-12 13-15 16-18 19-20

Average 2-3 3-4 2 6 10-11 21-22

MOVE: 3/12 fly HIT PNTS: 3 Damage Bonus none Tres Fact: N/A Points 0/1 0/1 0/2 0/1 0/1 0/1

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Strike Percentage Damage Rank 1D4+1 impale 8 35% 1D3 bleeding 8 35%

Weapon Beak Claw

Skills: Spot Hidden 70%, Listen 75%, Understand/Speak language – see below POWERS Dextrous Flight: Crebain are artful dodgers when it comes to flying and are masters at trying to avoid being hit by projectiles. When a Crebain is in flight, all attacks made against it are considered to be Difficult. Understand Languages: Crebain poses the uncanny knack of understanding languages. How this is possible, the Wise do not know. But this ability makes them useful as both spies and sentries and thus many Crebain can be found in the service of cruel masters aligned to the Shadow. Crebain especially trained to be spies by the forces of Darkness will possess the ability to understand various languages as though they have the relevant language skill at a 75% chance of success. Crebain cannot talk however and thus for their masters to understand them, they will be taught to respond to simple questions in a variety of ways. This gives the Crebain the equivalent of speaking their master’s language as though they possessed the relevant language skill at a 35% chance of success. These “skill” chances do not change with experience however.

CRAWLER The darker places of Middle-earth are home to all forms of creatures that nor away at its roots. Rarely do such creatures make their way to the surface from the deep caves they habit. The crawler is one of the few examples of such creatures. Elven scholars believe that the crawler was once a small natural centipede like insect that inhabited the caves and ash-mountains of Mordor and Angmar. However the insect’s proximity to these lands of Shadow have seen it tainted to become the creature it is today, a very large acid spitting centipede. Crawlers have found their way into the mountains and foothills of Middle-earth and are a danger to the unwary. Gamemasters note: A crawler’s acid spit is a sticky goo that can reach twenty or so meters. It consists of the crawlers digestive juices. Crawlers digest their food by spitting their digestive fluids at

their prey, immobilizing it and beginning the digestion process. They then suck the contents of the goo up afterwards. Fascinating but disgusting. They don’t make good pets! Characteristic Roll STR CON SIZ POW DEX Hit Location Tail Body Head Weapon Bite Spit Goo

Average

3D6+18 28-29 MOVE: 12 1D6+12 15-16 HIT PTS: 17-18 4D6+6 20 Damage Bonus 3D6 10-11 +2D6 3D6 10-11 Tres Fact: N/A Melee Points 01-06 3/6 07-14 3/8 15-20 3/6 Strike Percentage Damage Rank 1D6+db bled 8 50% Acid Damage 2 75%

Skills: Smell 35%, Spot 40%, Track 40% POWERS Acid Damage: Acid damage from a Crawler’s goo spit is considered to be a very strong acid (see Acid Spot Rules on p. 211 of the BRP rulebook) doing 1D6+1 points of damage per round. The spit can be neutralised by washing in lots of water. The goo is very sticky and globulous, being roughly half a metre in diameter for each “spit” attack. In order to escape being immersed within the goo, a character must succeed in an Easy Effort roll. Some of the goo will still be stuck to the victim however causing acid damage as outlined above. If not washed off, the damage continues for as many combat rounds as the Crawler’s CON.

DARK-WATER In Elven-tales, the dreadful Mornen, known as a Dark-water in the Westron language, is a creature formed from the depths and brought into being by evil spirits. Rising from the rivers and lakes of Eriador to fight the unwary, these beings of shadow and seething liquid are said to have originated in the darkness of Angmar during the reign of the Witch-king long ago. Their essence remains strong to this day, and they will relentlessly attack the Free Peoples of Middle-earth with no fear of death. The Dark-water (Mornen in Sindarin, pl. Mernin) is a creature of water created by evil spirits bound to Middle-earth by dark powers, and as such are akin to the wights of the Great Barrows. Adventurers should take warning from the dark mist that often swirls beneath the surface of a lake or

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swamp before the Dark-water rises to strike with cold hands. They should be especially wary of the crowned Mernen, who rule their kind in mockery of the Kings of Númenór. A Dark-water, when it emerges, hovers above the water or ground at the height of a normal man and appears as though it is a watery skeleton clad in watery armour. In the place of its legs however, a stream of dripping water connects it to the body of water it inhabits. The creature appears as though it is made of water cascading through it giving it shape, and though it generally appears the same colour as the water it inhabits, it may take on a different colour if the Fell-spirit that creates it is powerful enough to so.

Gamemasters note: When in water, a

Mornen will behave to all intents and purposes as though it were the same as a Water Elemental as described in the Elementals section of the Creatures Chapter of the BRP rulebook (refer to pages 354-357). It will however be formless, remaining so until it chooses to emerge from the water. Only when it emerges from the depths will its true nature and appearance be identifiable. A Darkwater can chose to move across the ground but will lose 1 point of STR for each 20 metres if travels from its source of water. Like elementals, a Darkwater’s hit points are derived by adding its CON and SIZ together. Also like a water elemental, Darkwaters do not heal lost HP or regenerate power points and possess no armour. However they are invulnerable to normal attacks and can only be damaged by magic or magical weapons. When the Dark-waters hit points are reduced to 0 HP or it spends all of its power points, it dissipates as the Fell-spirit that creates it is destroyed, leaving only a puddle of water behind. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Water Stream Abdomen Chest Right Arm Left Arm Head Weapon Water-bolt Drowning

@

A Mornen’s CON is equal to its POW. Its Hit Points are equal to the Mornen’s CON + SIZ. Skills: Dodge 70%, Sense 50%, Spot 50%, Swim 100% POWERS Drowning: To drown an opponent, a Dark-water must be in its formless shape, submerged within a body of water, where it can engulf its target. The Dark-water must match its STR verses the targets DEX on the Resistance Table. If successful, the target begins to drown. Each combat round, the attempt must be repeated but if it succeeded in the previous combat round attack, the current drowning attempt against the target is considered to be Easy. This will be the case until the target has either broken free or is dead. See the rules for Drowning on page 218 of Chapter Seven: Spot Rules. Water Bolt: A Dark-water can cast water-bolts without restriction whilst located either within or above a water source. However, it the Dark-water travels on to dry land, it cost 1 Power Point to cast a water-bolt, for each bolt cast. Armour provides no protection against a water-bolt as the damage occurs from the crushing effect of the impact force of water hitting the target. A shield however can be used to block the bolt’s damage with any damage that passes through the shield being passed on to the shield arm of the defender. Slow-Healing: Dark-waters can only heal and regain power points by submerging within water and becoming formless. They regain 1 power point and 1 hit point per hit location for each combat round that they remain formless within water.

Average

6D6 21 MOVE:10/12swim @ POW 15 HP: 25-26 3D6 10-11 Damage Bonus 8 5 +1D4 2D6+8 15 Tres Fact: 20 2D6+6 13 Melee Points 01-08 0/7 09-11 0/7 12 0/9 13-15 0/6 16-18 0/6 19-20 0/7 Strike Percentage Damage Rank 1D8+1+db crush 7 80% STR vs special 1 Target DEX

DRAGON-KIND In the depths of time, the great race of dragons was bred by Morgoth in his dark realm of Angband. These terrible beasts are capable of spewing gouts of flame and crushing stone and metal with little effort. The greatest of all dragons was Glaurung who was the bane of the First Age. Glaurung was slain by Turin, but the creature wrought great harm in the lives of all he loved before its demise. Few dragons survived the fall of Beleriand, and fewer still remain in the Third Age. Smaug the Golden was the greatest of those who fled to Middle-earth, and he was slain by Bard the Bowman, who then became King of Dale. Dragons are reptiles possessed of a spirit of malice and evil. They are powerful and greedy, highly intelligent and immensely strong. These, some of the most ancient of Middle-earth’s creatures, are divided

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into three distinct strains: Fire-drakes, Wingeddrakes, and Cold-drakes. Akin to the dragons are their lesser cousins, the Drakes. Drakes were an early study in the breeding of the dragons by the Shadow and are described under a separate heading below. Throughout the ages, Dragons have been the bane of the Free Peoples. They are savage, fell monsters with the power to raze entire cities and destroy whole armies. Their lust for treasure rivals that of the Dwarves, and these two great races have come into conflict often with disastrous consequences, especially for the Dwarves. Many vaults of treasure were lost to the foul beasts of the North. In fact, Dragons consumed four of the Dwarves’ Seven Rings of Power. Though the hoards of wealth acquired by Dragons can outshine those entire kingdoms, Dragon-treasure comes at a high price. Many mortals find themselves obsessed with these great stores of riches, so much so that they are willing to die to attain such fortunes for themselves. Although many have fallen under the merciless onslaughts of Dragons, a good number of those who survived were corrupted by their desire for the dragon’s hoard and later died fighting over them. Dragon treasures may include everything from gems, jewels, and gold to works of art, enchanted objects, and lost knowledge in the form of ancient books and scrolls. Though the Wise realise the folly of seeking out Dragons of any breed, at times they are forced to undertake such missions to recover powerful weapons needed in the struggle against the Enemy. This is the most likely reason a company of adventures would encounter a Dragon. Dragons are capable of wreaking incomparable havoc, but their incredible strength and destructive power are offset by their need for long periods of rest between assaults. For each major battle a Dragon is involved in, they must rest afterward for many years. The Enemy has therefore always used them cautiously, fearing to overtax his greatest offensive weapon. The three different strains of dragon are each detailed in a separate sub heading below.

Gamemaster note: when characters

engage a dragon in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used.

COLD - DRAKES Little is known of the history of the Colddrakes (also known as Great Worms). They are believed to be a failed experiment of Morgoth, a step along the road to the breeding of the stock of Firedrakes (whose breeding later gave rise to the Winged-drakes). Whether the Great Enemy abandoned the Cold-drakes or was unable to maintain control over these, the most bestial of the three strains, is unknown by the Wise. In any case, unlike the Fire-drakes or Winged-drakes, they were never used in service to the Enemy. Durin’s Folk were driven from the Grey Mountains in TA 2589, after a Cold-drake slew Dáin I and his son Frór. Since then, no Cold-drakes have been sighted outside of the Grey Mountains or the wastes to the North. Indeed Cold-drakes are found only among the Grey Mountains and in the cold wastes beyond. They never venture far from their lairs, lacking the mobility of the Winged-drakes. Cold-drakes are immense creatures, larger, stronger, and more agile than their brethren the Firedrakes. They are covered in impenetrable scales, range in length from 24 to 36 metres, and do not breathe fire as other dragons do. They are viciously solitary, marking their territories to warn off intruders. Those daring to venture into their domains – whether man, beast or dragon – are stalked and killed. The few Cold-drakes living beyond the Grey Mountains in the frozen north are the unrivalled masters of their parts of the Northern Waste. No other predator dares challenge them. These creatures are the true Worms as described in the Dwarven and Elvish legends and are related to the more diminutive Worms that are later described under a separate entry (see Drakes below).

Gamemaster note: Cold-drakes rarely leave their territories, but neither do they hide from the rest of Middle-earth like their Fire-drake cousins. For this reason, they are the breed of dragons that the Adventurers are most likely to encounter accidentally, especially if they travel in the Grey Mountains or further north. As with any dragon used in the game, Cold-drakes should be pitted only against the most experienced of characters. They should be employed sparingly, only one encounter per character could ever be expected, otherwise the shock value of their sheer strength and imperviousness could be lost. If the gamemaster is running a campaign set in Beleriand or during the First Age in Middle-earth, then they could be expected to be encountered a little more than just once.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head

20D6 10D6 30D6 8 4D6+6 3D6+3 Melee 01-02 03-04 05-06 07-10 11-14 15-16 17-18 19-20

Average 70 35 105 8 20 16-17

MOVE: 10 HIT POINTS: 70 Damage Bonus: +10D6 Tres Fact: 1,000 Points 12/24 12/24 12/24 12/29 12/29 12/24 12/24 12/24

NOTE: Cold Drakes have natural 12pt scaly skin. Weapon @

Claw Bite # Tail Swipe

Strike Percentage Damage Rank 4D6+db bleed 3 90% 7D6+db bleed 10 70% 5D6+½db crush 8 60%

@

A Cold-drake can strike with two claws per combat round. The first claw strikes on the SR indicated while the second claw will strike 5 SR’s after that.

#

A dragon’s tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Listen 85%, Spot 90%, Sense 70%, Track 80% POWERS Overwhelming Presence: The sight of a Colddrake is frightening, overpowering and awe inspiring to say the least. When a Cold-drake is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Slow-Healing: Fire-drakes have an extremely slow rate of natural healing. After ten years of rest, a Fire-drake recovers 2 Hit Points per damaged location per year (or just 2 Hit Points per year if the optional hit location system is not being used).

FIRE - DRAKES Fire-drakes are immense creatures, and are spawned from their cousins the Cold-drakes. These creatures measure around 30 metres from muzzle to tail. Like their cousins the Cold-drakes and Wingeddrakes, Fire-drakes are covered in impenetrable scales. Fire-drakes are named such because they can expel a great plume of fire from their maws, incinerating all within the cone of fiery destruction. Unlike the Winged-drakes, however, they possess no wings and cannot fly. The Fire-drakes were the most common strain of dragon during the First Age. Many Firedrakes wreaked destruction throughout the ages, including the razing of Gondolin by a host of dragonkind. Fortunately for the Free Peoples, most of the Fire-drakes were slain before the beginning of the Second Age. Only the strongest and most cunning survived. The greatest of all dragons, Glaurung, was a Fire-drake. After the Second Age, Fire-drakes can be found only in deep underground caverns, secret places where they can store their treasures without fear of discovery, for they have no more interest in the fate of the world or of the creatures that scurry across its surface. They seek only to rest, weary as they are from their long service to the Enemy. They could not be commanded to return by the Enemy unless he posses the One Ring. The boundless savagery and greed of the Fire-drakes makes them the most solitary of the three types of dragons. They shun any semblance of society, interacting with others of their kind only to breed. Even the young are ousted early from the nest, forcing them to survive on their own or die. For this reason, only the strongest, most cunning, dragons reach adulthood.

Gamemaster note: Fire-drakes are among

the most powerful creatures ever to walk Middleearth, rivalling even the mighty Balrogs. As such, they should be encountered by adventurers with great caution. From the Third Age on, Fire drakes are almost impossible to find as they pursue only solitude. Characters who encounter a Fire-drake, therefore, have purposely sought it out, most likely hoping to vanquish the beast and win its hoard. These characters deserve what they receive when challenging a Fire-drake. Only highly skilled characters have even the slightest chance of surviving such an encounter.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head

20D6 10D6 25D6 4D6 4D6+6 3D6+3 Melee 01-02 03-04 05-06 07-10 11-14 15-16 17-18 19-20

Average 70 35 80-90 13-14 20 16-17

MOVE: 10 HIT POINTS: 63 Damage Bonus: +8D6 Tres Fact: 5,000 Points 15/21 15/16 15/16 15/26 15/26 15/16 15/16 15/21

NOTE: Fire Drakes have natural 15pt scaly skin. Strike Percentage Damage Rank @ 4D6+db bleed Claw 3 90% 7D6+db bleed Bite 10 85% Breathe Flame 12 90% 4D6+special* # 5D6+½db crush Tail Swipe 8 50% Weapon

@

A Fire-drake can strike with two claws per combat round. The first claw strikes on the SR indicated while the second claw will strike 5 SR’s after that.

#

A dragon’s tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). *A dragon’s fire covers an area 3 meters in diameter and has a range equal to the dragon’s POW in meters, using the rules for Area Attacks on page 213 of Chapter Seven: Spot Rules of the BRP rulebook. A dragon’s flame breath does 4D6 points of damage to the target, though armour will protect against this damage. If the optional hit location system is being used (recommended by this GM!), this damage is applied to all the targets hit locations equally. 4D6 is rolled once, and the damage is applied to each hit location. A dragon must expend 1D6 power points to belch forth flame. Additionally, the target is likely set on fire. See the spot rules for Fire and Heat on page 223 of Chapter Seven: Spot Rules of the BRP rulebook. Skills: Listen 85%, Spot 90%, Sense 70%, Track 80% POWERS Beguile: When a character encounters a dragon at close quarters, the dragon can attempt to beguile

the character. All characters in close quarters with a dragon must succeed in a Luck Roll or look into the eyes of the dragon. Once this has occurred, the character must resist the Dragons POW on the Resistance Table in a POW vs POW resistance roll. Should the character fail in the resistance roll, they will become stupefied and unable to do anything. They will suffer memory loss and be unable to remember who they are or why they are where they are or even where they have been. This stupefaction will last for a number of days equal to the dragons POW. After the beguilement wears off, the character will regain their memories only slowly, over a period of months. Even so, the character will forget all contact with the dragon has occurred. Bewilder: Through its superior intellect, a Fire-drake can confuse any opponent with whom it converses. Every round the Fire-drake speaks all those able to hear its words must succeed in an Idea roll or be unable to act for a Combat Round due to their confusion. Overwhelming Presence: The sight of a Fire-drake is frightening, overpowering and awe inspiring to say the least. When a Fire-drake is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Slow-Healing: Fire-drakes have an extremely slow rate of natural healing. After ten years of rest, a Firedrake recovers 2 Hit Points per damaged location per year (or just 2 Hit Points per year if the optional hit location system is not being used).

WINGED - DRAKES Winged-drakes are considered the greatest

of their kindred. Like Fire-drakes, they can spew forth jets of fire from their maws. Also, they can fly, enabling them to spread their paths of destruction far and wide. Of the three types of dragons, the Wingeddrakes are the most numerous – relatively speaking – in the Third and Fourth Ages. Among the best known of this breed are Ancalagon the Black, Scatha of the Grey Mountains, and Smaug the Golden. The Winged-drakes are set apart from their brethren by their great wings, whose span is equal to the length of their bodies, up to 24 meters. Wingeddrakes grow up to 24 meters in length. The Winged-drakes are the royalty of dragons. They maintain a definitive hierarchy determined solely by the size of each dragon’s hoard. Female Winged-drakes are highly prized and protected. Male dragons wishing to mate must offer a female sufficient treasure – or service in the form of protection – to gain her willingness to spawn

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offspring. For this reason, female Winged-drakes, though less seen, are among the wealthiest of the breed. Though they rarely work together, except under the duress of the Enemy, Winged-drakes never attack one another over treasure or for any other reason. At the same time, they never come to the aid of another, unless it is a female to whom they owe protection. The great host of the Winged-drakes first appeared in the Great Battle that ended the First Age. Those winged dragons that survived retreated into their mountain homes, neither seen nor heard from again until Third Age 2570, when they reappeared in the Grey Mountains to make war on the Dwarves and the Éothéod. By Third Age 2589, the combined forces of the Winged-drakes and the Cold-drakes forced the Dwarves to flee the Grey Mountains. In Third Age 1981, around the time the Dwarves were expelled from Moria, the winged dragon known as Scatha made his lair deep in the Grey Mountains, taking possession of a lost Dwarfhoard. When Fram son of Frumgar of the Éothéod slew the beast, the riches became the centre of a great dispute between men and dwarves, both of whom laid claim to the vast treasure. In the end, the rival parties slew each other, furthering the belief in the curse of dragon-treasure. Many years later, Éomer of Rohan bestowed upon Meriadoc Brandybuck the Horn of Buckland, one of the items from Scatha’s hoard. In Third Age 2770, Smaug, hearing of the great wealth of the Dwarves, emerged from a long slumber to assail the Dwarf-kingdom of Erebor, east of Mirkwood. So massive was the onslaught that most of the dwarves within the Lonely Mountain were annihilated, as well as the nearby town of Dale. Smaug then collected all the treasures of Dale and Erebor, gathering them into one hoard upon which he rested for decades. Realising the devastation that might be wrought if the Enemy should manage to gain control over the beast, Gandalf assembled a company of dwarves under the leadership of Thorin Oakenshield – which included the hobbit Bilbo Baggins – and led them in an assault on the Lonely Mountain in the year Third Age 2941. In the end, a man called Bard of Dale pierced the single unarmoured spot on the dragon’s underbelly, and the dead beast plummeted into the Long Lake, destroying the lake-town of Esgaroth. From then on, all inhabitants of Esgaroth avoided the place where Smaug fell, fearing the dragon’s remains have cursed the area forever.

Gamemaster note: Of all the breeds of

dragons, the Winged-drakes are the most likely to be encountered by characters. Though not as strong as the Fire-drakes, their ability to fly gives

them the greater mobility, enabling them to strike unexpectedly and assail entire cities until every structure is aflame. A Winged-drake is a formidable foe. They should be used as the ultimate or penultimate adversary in any campaign. Characteristic Roll

Average

STR CON SIZ INT

20D6 10D6 20D6 4D6

70 35 70 13-14

POW

4D6+6

20

DEX Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Wing Left Wing Right Fore-leg Left Fore-leg Head

3D6+3 Melee 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20

16-17

MOVE: 10/12 fly HIT POINTS: 53 Damage Bonus: +8D6 Tres Fact: 10,000 Points 18/14 18/18 18/18 18/22 18/22 18/14 18/14 18/18 18/18 18/18

NOTE: Winged Drakes have natural 18pt scaly skin. Strike Percentage Damage Rank @ 4D6+db bleed Claw 3 80% 7D6+db bleed Bite 10 75% Breathe Flame 12 100% 4D6+special* # 5D6+½db crush Tail Swipe 8 50% special Wing Blast** 8 N/A @ A Winged-drake can strike with two claws per combat round. The first claw strikes on the SR indicated while the second claw will strike 5 SR’s after that. Weapon

#

A dragon’s tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). *A dragon’s fire covers an area 3 meters in diameter and has a range equal to the dragon’s POW in meters, using the rules for Area Attacks on page 213 of Chapter Seven: Spot Rules of the BRP rulebook. A dragon’s flame breath does 4D6 points of damage to the target, though armour will protect against this damage. If the optional hit location system is being used (recommended by this GM!), this damage is applied to all the targets hit locations equally. 4D6 is rolled once, and the damage is applied to each hit location. A dragon must expend 1D6 power points to belch forth flame. Additionally, the target is likely set on fire. See the spot rules for Fire and Heat on page

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223 of Chapter Seven: Spot Rules of the BRP rulebook. **A Winged-drake can create a powerful gust of wind by buffeting its wings. Anyone within a 10 metre radius of the dragons flight path-or within 20 metres if the creature is hovering-must succeed in an Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Listen 85%, Spot 90%, Sense 70%, Track 50% POWERS Beguile: When a character encounters a dragon at close quarters, the dragon can attempt to beguile the character. All characters in close quarters with a dragon must succeed in a Luck Roll or look into the eyes of the dragon. Once this has occurred, the character must resist the Dragons POW on the Resistance Table in a POW vs POW resistance roll. Should the character fail in the resistance roll, they will become stupefied and unable to do anything. They will suffer memory loss and be unable to remember who they are or why they are where they are or even where they have been. This stupefaction will last for a number of days equal to the dragons POW. After the beguilement wears off, the character will regain their memories only slowly, over a period of months. Even so, the character will forget all contact with the dragon has occurred. Bewilder: Through its superior intellect, a Wingeddrake can confuse any opponent with whom it converses. Every round the Winged-drake speaks all those able to hear its words must succeed in an Idea roll or be unable to act for a Combat Round due to their confusion. Overwhelming Presence: The sight of a Wingeddrake is frightening, overpowering and awe inspiring to say the least. When a Winged-drake is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Slow-Healing: Winged-drakes have an extremely slow rate of natural healing. After ten years of rest, a Winged-drake recovers 1 Hit Point per damaged location per year (or just 1 Hit Point per year if the optional hit location system is not being used).

The DRAKES The winged Drakes whom now inhabit the stony hills and mountains of Middle-earth are mere shadows of the once-great majesty of their forebears. They hunt the landscape for aurochs, bears, and other large animals with which to feed their young – drakelings – though they will not hesitate to make a meal of stray Hillman or Earth-kin, if the opportunity arises. Weaker still are the wingless worms (and their larger Stoorworm cousins) who claw their way across the barren plains and hills. Like their winged kin, they live to feed, terrorizing beast and man alike. Finally, the winged Wyrms, which can grow to huge sizes, also terrorize the lonely places feasting on whatever they can hunt, be it beast or man. All these creatures possess both a common origin and an ever present threat to the Free Peoples. All drakes descend from the early experiments of Morgoth in his dark designs to create the dreaded Dragons. These early experiments were much less than hoped for and rapidly went their own way. Neither drake nor worm, Stoorworm or Wyrm possess the might or intellect of the great dragons, but they should not be underestimated. Rumour has it that something in the Misty Mountains is stirring, calling them to gather.

WRYVERN Wryvern’s are rare beasts that seem to breed and reproduce normally. They are somewhat dragonish in shape, but have only two legs. Like birds and bats, the wings of a Wryvern are attached to the fore-limbs with the digits of the “hands” being very elongated to allow for the skin membrane, which stretches between the digits, to act as a wing for the creature. Wryvern’s are capable of flight, but are not good flyers, preferring instead to glide. They are very aggressive creatures but are known to heard together in large family groups of no more than a dozen individuals. Unlike dragons, Wryvern’s do not nest in caves but make nests on the ground from branches and shrubs. Trinkets and items that drop from the meal of the Wryvern can be found in and around their nests. Characteristic Roll STR CON SIZ INT POW DEX

4D6+12 2D6+6 4D6+24 5 3D6 2D6+6

Average 26 13 31 5 10-11 13

MOVE: 6/12 fly HIT POINTS: 22 Damage Bonus: +3D6 Tres Fact: 30

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Hit Location Tail Right Leg Left Leg Hindquarters Forequarters Right Wing Left Wing Head

Melee 01-03 04-06 07-09 10-11 12 13-15 16-18 19-20

Skills: Listen 55%, Spot 70%, Sense 50%, Track 50%

Points 8/6 8/8 8/8 8/10 8/10 8/6 8/6 8/8

WORM Worms are related to the Great Worms,

NOTE: Wryverns have natural 8pt scaly skin. Strike Percentage Damage Rank @ 1D6+db bleed Claw 5 60% 1D8+db bleed Bite 10 40% Breathe Flame 12 70% 3D6+special* # 3D6+½db crsh 8 50% Tail Swipe special Wing Blast** 8 N/A @ Wryvern’s poses a single large claw-nail in place of their ‘thumb’. This thumb protrudes outwards from the leading edge of the wing-spar and is usually used to slice open pray. The claw-nail is roughly the length and size of a man’s hand. A Wryvern can strike with two claws per combat round. The first claw strikes on the rank indicated while the second claw will strike 5 ranks after that (ie Dex/Strike ranks 5 and 10). Weapon

#

A Wryvern’s tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). *A Wryvern’s fire covers an area 1 meter in diameter and has a range equal to the creatures POW in meters, using the rules for Area Attacks on page 213 of Chapter Seven: Spot Rules of the BRP rulebook. The flame breath does 3D6 points of damage to the target, though armour will protect against this damage. If the optional hit location system is being used (recommended by this GM!), this damage is applied to two adjacent hit locations of the target. Roll once for the hit location, then the gamemaster must decide a logical neighbouring hit location that is also hit. The 3D6 is rolled once for damage, and the damage is applied to each hit location. A Wryvern must expend 1D8 power points to belch forth flame. Additionally, the target is likely set on fire. See the spot rules for Fire and Heat on page 223 of Chapter Seven: Spot Rules of the BRP rulebook. **A Wryvern can create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the creatures flight path-or within 10 metres if the creature is hovering-must succeed in an Easy Effort roll in order to remain standing. Those who fail are immediately knocked prone.

those Dragons that are also called Cold Drakes. The Wise believe that these diminutive Worms are an early offshoot of the experiments that bread the Great Dragons. These Worms spread into Middleearth at the fall of Beleriand and have settled in the high foothills and mountain ranges found throughout Middle-earth. They are warm blooded and are able to adapt to any climate. Various subspecies exist, where their form remains the same, only the colour of their skin differs. Worms herd together in large groups of anywhere up to twenty individuals, and in some areas, even more. They make their nests on the ground by piling stones into large mounds and laying their eggs in the depressions at the top. Worms can grow up to 18 metres in length, most however grow to around 3 metres. They are aggressive carnivores and devour anything that they can get their teeth into, including smaller Worms! As such, if killed and the contents of the Worms stomach is removed, it may prove profitable as its digestive juices will not dissolve coins, jewellery, precious stones and other non-organic items.

Gamemaster note: Worms can grow up to 18 metres, possibly larger, though this is pure speculation as none amongst the Free Peoples have ever seen any larger than this. The largest amongst any herd of these beasts will almost always be a female. Few males have ever been known to exist that grew greater than 9 metres either. Three sets of statistics are provided below. The first in any given entry is for a 3 metre Worm. The second set is for Worms that have grown to 9 metres in length. The last set is for the 18 metre in length large matriarchal female Worm. In any group of Worms, only 1% will ever get to 18 metres in length and only 10% will every grow to 9 metres. Characteristic Roll STR CON SIZ INT POW DEX

2D6+18 3D6+30 3D6+50 2D6+6 2D6+12 2D6+24 2D6+18 3D6+30 3D6+50 5 3D6 2D6+6

Average 25 40-41 60-61 13 19 31 25 40-41 60-61 5 10-11 13

MOVE: 8 HP: 19 / 30 / 46 Damage Bonus: +1D6 +3D6 +7D6 Tres Fact: 10

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Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head

Melee 01-02 03-04 05-06 07-10 11-14 15-16 17-18 19-20

Points 5/7 8/10 5/7 8/10 5/7 8/10 5/9 8/12 5/9 8/12 5/7 8/10 5/7 8/10 5/7 8/10

10/16 10/16 10/16 10/20 10/20 10/16 10/16 10/16

NOTE: armour points shown are 5pts for a small Worm, 8pts for a medium sized Worm and 10pts for the 18 metres sized Worm. Weapon @

Claw Bite # Tail Swipe

Strike Percentage Damage Rank 1D6+db bleed 5 60% 1D8+db bleed 10 40% db crushing 8 50%

@

A Worm can only attack with one claw per combat round. It can however combine this claw attack with either a bite or tail swipe in the same combat round.

#

A Worm’s tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Listen 40%, Spot 70%, Sense 80%, Track 70%

WYRM Wyrms resemble nothing so much as snakes with wings. Utterly limbless, they have draconic heads and thick scaly armour that betrays their relationship to dragons. Solitary hunters, it is very rare to find a group of Wyrms acting in unison, unless they are a group of recent hatchlings that are foraging for their first meals. A Wyrm is a patient, dangerous foe and not to be trifled with. Wyrms are found throughout the mountains of Middle-earth however they have rarely been encountered in the north-west of the continent, and then only in Angmar, the Grey Mountains, the Withered Heath, the Iron Hills and east of Rhun. Water-wyrms have also been encountered by sailors throughout Middle-earth, both at sea and in large lakes. Water-wyrms have no wings but swim with the aid of fins where their wings would normally be. It appears that a Water-wyrm is adapted to breathing both air and in water, due to external gills that can be extended from its neck (much like an Axolotl). If seriously wounded, a Water-wyrm is more likely to dive beneath the water’s surface to heal,

than fighting on to its death. Water-wyrms have been known to dump small boats over by rising beneath them, then attacking the helpless sailors as they struggle in the water.

Gamemaster note: Upon hatching, a Wyrm

is about two metres long and has 3D6 SIZ and STR. The Wyrm will grow at the rate of 1D6 SIZ and STR every five years until it reaches the age of 35, when the creature’s growth slows dramatically. By this point the creature is some nine metres in length. After age 35, a Wyrm will continue to gain 1D6 SIZ and STR every 50 years. A Wyrm may live for many hundreds of years. The Characteristics given below are for a juvenile Wyrm between 35 and 85 years old. Wyrms do not reach maturity and start breading until they are over 100 years of age. Wyrms can fly (Waterwyrms can swim) at the movement rate of 12. All Wyrms can slither along the ground at a rate of 10 however. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Hindquarters Forequarters Right Wing Left Wing Head

11D6 4D6 10D6 5 3D6 2D6+6 Melee 01-04 05-08 09-12 13-14 15-16 17-20

Average 38 16 35 5 10-11 13

MOVE:12fly/swim HIT POINTS: 26 Damage Bonus: +4D6 Tres Fact: 18 Points 8/7 8/11 8/11 8/9 8/9 8/9

NOTE: Wyrms have natural 8pt scaly skin. Weapon Bite # Tail Swipe Wing Blast**

Strike Percentage Damage Rank 1D10+db bleed 10 85% 4D6 crushing 8 60% special 8 N/A

#

A Wyrm’s tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). **A winged Wyrm can create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the creatures flight path-or within 10 metres if the creature is hovering-must succeed in an Easy Effort roll in order to remain standing. Those who fail are immediately knocked prone. Water-wyrms do not posses this ability. Skills: Listen 40%, Spot 70%, Sense 80%, Track 50%

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DOURHAND DWARVES (Petty Dwarves) The Dourhand Dwarves are descended from an ancient dwarf-kingdom of the Blue Mountains, a realm that has long since fallen into ruin. They became scattered and declined in number, but poverty and dishonour bred within them a great greed and lust for power. When the Elves of Mithlond founded the refuge of Edhelion, in the Blue Mountains, Skorgrím Dourhand, the leader of the Dourhand Clan, sought to rob them of their relics and treasures. He rallied the remnants of his people and, in TA 2408, laid siege to Edhelion. Worse yet, he had paid Goblins and Trolls to assist him...something of which no honourable Dwarf would conceive. His evil ways brought him to ruin, though Edhelion was also lost. Six hundred years later, a Gaunt-lord, a vile necromancer from the First Age, summoned a fell spirit which entered the preserved corpse of Skorgrím and raised it as a wight. The dark realm of Angmar used this creature to turn the Dourhands entirely to evil, leading them to believe that the creature was indeed Skorgrím reborn, to lead them to wealth and glory. Now the Dourhands serve Angmar, under the rule of the creature they know as Skorgrím. The Dourhand dwarves appear to have turned their backs on the Free Peoples of Middleearth and rebelled against the rightful rule of Durin's Folk but seem to have many strongholds and encampments throughout Eriador. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6 1D6+12 1D4+4 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 14 15-16 6-7 13 10-11 10-11 10-11

MOVE: 6 HIT POINTS: 12 Damage Bonus: none Tres Fact: 10

Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

NOTE: armour points will vary dependent upon the armour worn. They will generally wear metal armour over leather.

Weapon Battle Axe Warhammer Shortsword Hvy Crossbow Kite Shield

Strike Rank 7 8 8 3

Percent age 50% 45% 45% 40%

3

50%

Damage 1D8+2+db bleed 1D6+db crush 1D6+1+db imp. 2D4+2 impale 1D2+db (knockback)

Skills: Appraise 50%, Bargain 45%, Brawl 50%, Craft (blacksmithing) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Knowledge (Dwarven) 35%, Language (Westron) 80%, Language (Khuzdul: Dourhand dialect) 80%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Sorcery 60%, Status 35%, Throw 35%. POWERS Magic: Traditionally, all dwarves shun magic, though since the rise of Skorgrím, some of his clan have begun to learn and use magic spells or sorcery taught to them by their dark overseers from Angmar.

EAGLES, GREAT The Great Eagles are the absolute rulers of the air in the northern mountains of Middle-earth. Their rule is contested only by a few certain Dragons. Eagles are the greatest of all birds and are thought to be of divine creation; the Eldar, the first Elves, believed Eagles to be direct manifestations of the Thought of Manwe, Lord of the Valar. In truth, the Eagles seem worthy of such honour. Indomitable in spirit and never evil, Eagles lived in the treetops of the world until Manwe ordered them to build their eyries in the peaks and crags of Middle-earth' s greatest mountains and to keep an eye upon the Mortal Lands below, reporting to him what they saw and heard. These winged reporters were greater in size than their Third Age descendants: Thorondor, the First King of the Eagles, had a wingspan of 180 feet (54 metres)! In the turmoil of the First Age, the Eagles served the Eldar valiantly. After Beleriand was swallowed up by the sea, the Eagles flew east. Some settled in the high peaks of the Misty Mountains (then a home to the inhospitable Orcs). Others settled in the Grey Mountains, where the Dragons that escaped the drowning of Beleriand slept. In these high snowy peaks, the natural rivalries between the giant beasts sharpened their talons. Later in the Third Age, Dwarves, Elves, Hobbits, Istari and men would come to depend upon the Eagles for rescue, information, and defence. When the Eagles chose to cooperate, the help-seekers were not disappointed. The Great Eagles of Middle-earth are princely birds. Imperious, swift and proud, these

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hunters show no mercy to foes or prey. Clasped in the Eagle's talons, a foe may as well shut his eyes and prepare for eternity. Armed with a hooked beak and vice-like, four-toed talons to clutch and crush or impale its prey, an eagle cannot be easily overcome by force. The eyes of the Eagle are relatively bigger than that of a man. Unlike other birds, their retinas contain dense concentrations of extraordinarily precise colour nerve receptors to give a marvellously accurate sense of colour discrimination. A soaring Eagle can perceive details in a landscape eight times better than a man. For example, the Lord of the Eagles can spot a rabbit dashing for cover a mile below in the moonlight! On top of the superb accuracy, an Eagle's eyes point both forwards and sideways, allowing the great bird an unusual degree of peripheral vision. Little loss of accuracy and clarity occurs in the dark.

Gamemaster note: The great natural gifts

of the Eagles make them valuable allies in war. However domineering and lacking in sentiment, the Eagles are concise, rational, and difficult to beguile. Unlike Dragons, who (one-on-one) have greater destructive power, the Great Eagles operate as a squadron, and their wisdom and knowledge make them a match for almost any evil force in Middleearth. These extremely wise and intelligent beasts will not interfere often in the concourse of the world, but when they do their interference should be most puissant and effective in nature. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Talon Left Talon Body Right Wing Left Wing Head

20D6+30 4D6+21 20D6+30 4D6 1D6+18 3D6+3 Melee 01-03 04-06 07-12 13-15 16-18 19-20

@

Claw Peck

@

Dropped rock Wing Blast**

A Great Eagle can strike with both claws simultaneously and peck 5 Strike Ranks later. *A dropped rock will do +1D6 for every three additional metre fall, after the first three metres, up to a maximum of +10D6. So a rock dropped from 9 metres height will do 1D10+3D6. Maximum damage from this type of attack is 1D10+10D6.

**A Great Eagle can create a powerful gust of wind by buffeting its wings. Anyone within a 10 metre radius of the eagles flight path-or within 20 metres if the bird is hovering-must succeed in a Difficult Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Listen 85%, Spot 90%, Sense 70%, Track 80% POWERS Majestic Presence: The sight of a Great Eagle is frightening, overpowering and awe inspiring to say the least. When a Great Eagle is encountered in close proximity, any evil creature will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Those who are not under the influence of the Shadow, and to whom the Great Eagle is providing aid, will instead feel inspired by the presence of this majestic creature and receive a boost of confidence in their efforts of +20% to all combat skill, Effort, Luck and Agility rolls.

Av. 90 33 90 13-14 21-22 16-17

MOVE: 6/12 fly HP: 62 Dam. Bonus: +10D6 Tres Fact: none Points 12/11 12/11 12/26 12/11 12/11 12/16

NOTE: Eagles have natural 12pt feather and skin armour. Weapon

@

Strike Percentage Damage Rank 1D8+db 3 95% bleeding 1D6+db 8 95% impale 1D10+1D6* 12 50% crushing 8 N/A @special

EARTH-KIN There are some races and species within Middle-earth whose origins are lost in time and not even the lore of the Eldar speaks of how they came into being. One such species is the Earth-kin. These giants stand twice as tall as a man. They are generally docile and gentle in nature and have a strong affinity with nature, living as hunter-gathers who follow the herds of Aurochs that are their primary source of meat. Because of this, some amongst the Wise believe that Yavanna apportioned to the Earthkin a role as shepherds over the wild herds of Middleearth, much like what the Ent’s are to the forests. There is no certainty to this hypothesis however. The Eldar believe that the Earth-kin hail from the foothills and planes of Angmar long before that land was corrupted and fell under the shadow. Indeed, it would seem that the Earth-kin are on a slow migration into the foothills of northern Rhudaur and the Trollshaws and across the plains from Angmar to the Emyn Sûl (Weather Hills) of Arthedain. This migration is in part due to the migration of the Aurochs that were once plentiful in this region before

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its decline, and also due to the dangers that arose in Angmar. The Earth-kin have always been a peaceable, gentle folk who kept to themselves and lived in small clans consisting of no more than a few families. Now however, they have been forced to band together in larger groups in order to protect themselves from the patrols of Angmar. They are ever ready to pack-up their temporary settlements and be on the move to safer locations in order to avoid conflict. Some Clans and even Tribes of Earth-kin however have fallen under the influence of the Witch-king of Angmar, having been beguiled by his lies. These fallen Earth-kin are mostly still found within Angmar itself, but some of their hunters have been recruited to the Witch-kings’ armies and are sometimes seen in Angmarim patrols. Any such fallen Earth-kin is a mortal enemy to his un-fallen brethren. Of late the Earth-kin bards have begun to sing of the tragedies of the kinslayings that have occurred between these two factions, something that has never before been heard of among this race. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+12 2D6+12 4D6+12 2D6+3 3D6 3D6 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 18-19 25-26 10 10-11 10-11 7

MOVE: 12 HIT POINTS: 23 Damage Bonus: +2D6 Tres Fact: 1

Points 2/8 2/8 2/8 2/10 2/6 2/6 2/8

NOTE: Earth-kin posses 2pts natural armour. They will generally wear 2pt. leather armour under 3pt. Auroch hides as well. Percent Damage age Club, Heavy 50% 1D8+db crush Spear, Long 75% 1D10+1+db imp 1D4+ ½db crush Bola 1/CR 55% or Entangle Bow, Self 1D6+1+½db 8 55% (large size) impaling. Sling 1/CR 80% 1D8+ ½db crush Note: all weapons are of primitive make (eg, spear will have a flint head and shaft will be made of wood) and designed for a large creature to use. Weapon

Strike Rank 5 3

Skills: Craft (various primitive items skills) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Lore (animals) 85%, Lore (plants) 85%, Lore (herbs) 85%, Language (Westron) 30%, Language (Earth-kind) 80%, Listen 75%, Repair (primitive weapons and armour) 55%, Sense 50%, Spot 85%, Throw 75%. POWERS Magic: Only Earth-kin Shamans will know any magic, which will be confined to spells from the Beasts and Birds, Restoration and Ritual magical skill specialities at around 80% chance of success.

ENTS (Onodrim) The Ents are the strongest and, except for the Giants, the largest of the natural races. Their limbs are extremely hard and can rend stone and steel when they are roused, which, while rare, is a sight few wish to behold. Though some of the oldest of speaking peoples, Ents were dormant until the coming of the Elves. Elves taught them to speak and inspired them to become mobile. Ents are the shepherds of the forest and usually resemble one specific variety of tree. This leads to a wide disparity of sizes and descriptions for Ents but all are humanoid in shape, albeit in a silvan kind of way. Gentle by nature, Ents are not quick thinkers and do not act rashly except when incredibly angry or under immediate threat. Ents are a dwindling race, partially because they have been reverting to their dormant tree-like form out of weariness, forgetfulness, or bitterness. Another key cause is the disappearance of the Entwives, who, over a span of many years, became sundered from their mates and have vanished from the pages of history. By the dawn of the Fourth Age of the Sun in Middle-earth, the Ents appeared to have faded into the eves of Fangorn Forest, never to be heard of again amongst men. A rumour amongst the Wise however tells of how two young Hobbits were given an errand by Treebeard, the leader of the Ents of Fangorn Forest, to investigate the Shire on his behalf. Tales from Shire-folk in the north of the Shire spoke of strange giants that would be seen very rarely in the woods and forests of there. Treebeard believed that the Shire was a land that the Entwives would have loved, based on the descriptions of the Shire given by those Hobbits. Perhaps the Forth Age was not the end of the Ent race. Perhaps, somewhere in the north of the Shire, the Ents and the Entwives were once again reunited and the Forth Age saw the siring of a whole new generation of Entlings. None can be certain.

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There are many different kinds (or “races” if you prefer) of Ents. All “races” superficially look like a species of tree native to the forests in which they dwell, with each kind having slightly different sizes but all having the same abilities. There are Ents that look like Oak trees, others that look like Elm trees. There are Holly, Beech and Ash tree looking Ents and so on. Only the SIZ will vary amongst such kinds. All other attributes are identical.

Gamemaster note: All Ents are susceptible to attacks by fire and by axes. They take an additional 1D6 damage if attacked by either of these weapons. Impaling or crushing weapons, such as swords, spears, arrows, maces, rocks etc are particularly ineffective against an Ents thick bark, inflicting only the minimum weapon damage on a successful attack (although any damage bonus remains unaffected). Critical and special success attacks by all weapons other than axes and fire are treated as a though they were a normal attack success doing only the weapons minimum damage. Only axes and fire are able to inflict critical and special success damage against an Ent. When characters engage an Ent in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Characteristic Roll STR CON @ SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Average

24D6+48 132 MOVE: 18 4D6+21 33 HIT POINTS: 49 15D6+12 65 Damage Bonus: 2D6+6 13-14 +11D6 3D6 10-11 Tres Fact: N/A 2D6+3 10 2D6+6 13-14 Melee Points 01-04 12/17 05-08 12/17 09-11 12/17 12 12/21 13-15 12/13 16-18 12/13 19-20 12/17

NOTE: armour is thick wooden bark. See also Gamemaster Note and the power: Armour of Yavanna below.

Weapon

Strike Rank

Brawl

3

Kick/stomp

3

Throw rock

1/CR

Percent Damage age 1D3+db crushing + 80% knockback 1D6+db crushing + 75% knockback 2D6+ ½ db crushing + 65% knockback

@

SIZ: The Wise do not know whether an Ent is “born” from an Entwife or whether it will grow from a seed in the soil like a tree would. Regardless, an Ent will grow at the rate of 1D6 per ten years until it reaches its maximum number of dice rollable for its SIZ (ie 15). So a young Entling will grow beginning at a SIZ of 1D6+12 to a full Ents SIZ of 15D6+12 after 150 years of growth. In Entish society, an Ent is considered to be young until it has lived for at least several centuries. Skills: Hide (in Woods and Forest) 90%, Lore (animals) 100%, Lore (plants) 100%, Lore (herbs) 100%, Language (Westron) 80%, Language (Entish) 100%, Listen 75%, Sense 80%, Spot 85%, Throw 75%. POWERS Armour of Yavanna: Impaling or crushing weapons, such as swords, spears, arrows, maces, rocks etc are particularly ineffective against an Ent’s thick bark, inflicting only the minimum weapon damage on a successful attack (although any damage bonus remains unaffected). Critical and special success attacks by all weapons other than axes and fire are treated as a though they were a normal attack success doing only the weapons minimum damage plus the creatures damage bonus. Only axes and fire are able to inflict critical and special success damage against an Ent. Majestic Presence: The sight of an enraged Ent is frightening, overpowering and awe inspiring to say the least. When an Ent is encountered in close proximity (whether it is enraged or not), any evil creature will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a 50% penalty to their resistance roll attempt. During combat, those who are not under the influence of the Shadow, and to whom the enraged Ent is providing aid, will instead feel inspired by the presence of this majestic creature and receive a boost of confidence in their efforts of +20% to all combat skill, Effort, Luck and Agility rolls.

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FALLEN MAIAR (The Raug) At the dawn of Arda (the world), many powerful spirits abandoned their role in the shaping of the world and, beguiled by the Dark Enemy, came to serve him. These spirits were tempted by grasping power and dominion for themselves with a will to dominate those lesser to them. Of these, perhaps the greatest were the Balrogs; the great fire demons such as the one faced by Gandalf the Grey upon the Bridge of Khazad-dûm. Others of lesser strength were used by the Witch-king of Angmar to stir the bones of the dead lying beneath the mounds of the Barrow-downs. But others too exist within the world, taking various forms both physical and incorporeal. The great mother of spiders Ungoliant and her daughter Shelob are two such beings. Collectively these spirits became known as the Raug by the Elves. The word Raug is Sindarin for demon and refers to all such beings whether Balrog or Barrow-wight, Helegrog or Dindair. Described below are a variety of these Raug. Though all are rare, those listed here are the varieties most likely to be encountered by player characters in their journeys, however many other types may also exits.

BANDURHOTH The Bandúrhoth, or Place-demons, where spirits that became so attached to the places that they dwelt that they became trapped there. The word bandúrhoth means ‘people of the dark prison.’ These spirits gave up their physical form in order to gain complete power and control over their surrounding environs. These beings are as varied as the places in which they dwell, and indeed have no true physical form. Perhaps they sleep oblivious to the goings on of the outside world, but the place they inhabit is tainted by their presence and the land seems as though some foul wound festers deep within it tainting all that grows and lives there. Perhaps these beings remain dormant in their abodes only stirring when awoken by some other force or event, and once awakened they threaten all who live near them. Perhaps they are always awake, never sleeping, but watching and waiting for some hapless person or creature to wonder into its lands where it will attempt to do them harm. Whatever their nature, these beings are always dangerous seeking to rule the weak minded and torment the innocent. They will also seek alliances with other powers of darkness and as such physical creatures

of darkness, such as Wargs, Orcs, Trolls etc, will often gather to places where these beings dwell. Because they have no bodies, the bandúrhoth cannot be physically battled. However with many of these beings they can be defeated by locating the centre of its presence and defeating it in a contest of wills (POW vs POW on the Resistance Table). Lesser bandúrhoth sometimes have focal objects at the centre of their strongholds. Destroying such objects greatly weakens them in this contest of willpower. Also some lesser bandúrhoth can be destroyed by destroying the place they inhabit. For example: a lesser bandúrhoth may inhabit an old knurled tree in a tainted wood. The being would appear to all intent as though it were just an old or dead tree, but in its trunk would be located a piece of wood that resembled a heart. If the heart is located, then remove or destroyed, the bandúrhoth would be greatly weakened. Should the tree then be burnt to the ground, the creature would then be destroyed. One famous example of a powerful bandúrhoth is described below. CARADHRAS THE CRUEL An example of a powerful bandúrhoth is Caradhras the Cruel. Caradhras is one of the three peaks that sits atop of Moria and is a being of relentless winter cold and mountain chill. It’s being infuses the mountain that bears its name. Whilst his presence is everywhere throughout the mountain, the centre of his being is the mountain’s towering peak, which is tinged blood-red. Long ago, Caradhras, a spirit of cold, fled from the Valar. In those days, the world was in upheaval, and he chose the Redhorn peak in the newly raised Misty Mountains as his hiding place. As the long years passed, Caradhras became fixed to the mountain, eventually losing the ability to maintain his physical form. The mountain’s evil reputation is due to Caradhras’ dreadful influence, as he frequently uses his powers to waylay travellers and kill them out of hatred and spite. Caradhras only servants are the white Wargs and carrion birds who prowl his domain. Caradhras communicates with them freely, carrying his commands on the mountain winds. The howls of the Wargs in his domain tell him a great deal about what is happening in the outside world.

Gamemaster note: Caradhras is a force of

nature, a barrier between the two sides of the Misty Mountains. He hates all of the Free Peoples, and in his proud strength, seeks to turn back any assault on his slopes. He’s more an object than an enemy, although a quest might require a company of adventurers to ‘find the heart of Caradhras and wrest the winter cold.’ Over the centuries, many treasures have been lost by the Elves and Dwarves who have

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died on the mountain. As they are now buried in chasms and beneath glaciers, a trip to Caradhras could be of great benefit to anyone willing to take the risk.

may hear the faintest of whispers in the wind. But they will not be able to determine whether it was just the wind they heard or what may have been said.

Characteristic Roll

DINDAIR

STR CON SIZ INT POW DEX Hit Location N/A Weapon Small Avalanche*

N/A N/A N/A 18 100 N/A Melee N/A Strike Rank 12

Average N/A N/A N/A 18 100 N/A

MOVE: 0 HP: N/A Damage Bonus: N/A Tres Fact: N/A Points N/A

Percent Damage age 5D6 crushing + 80% knockback

*Caradhras can release small avalanches at will along the Redhorn Pass. This path crosses the Misty Mountains and skirts the sides of Caradhras. Travel along the path at any time except in the height of summer is a dangerous business. Caradhras will attempt to dislodge rocks, snow and ice in order to either trap travellers on the mountains heights slowly freezing them to death or as an attempt to kill them outright. The percentage change listed reflects whether the build-up of ice and snow is enough to allow for an avalanche to take place, not the percentage change for the target to be hit. Should an avalanche take place, all targets must pass a Luck roll or be caught in the avalanche. The damage listed is scored directly to hit points, even if the optional hit locations system is being used. A successful Dodge roll will halve the damage taken. POWERS Cold of Winter: Caradhras can concentrate its malice into a field of intense cold that chills an area of the mountain. Any character that is located within that area will suffer the effects of the freezing cold. Refer to Cold, Hunger, Exposure and Thurst Spot Rule on p.219 of the BRP rulebook for the effect this will have on the characters. Dominion of the Redhorn Gate: Any of Caradhras spells can affect any portion of the Redhorn Gate (the part of the Redhorn Pass that traverses over Caradhras). Magic Spells: Fog-raising, Power of the Land, Wind-mastery. Speech of Wolf and Wing: Caradhras understands the speech of the Wargs and carrion birds that live in it’s domain, and can carry messages to them on the wind. Those who listen

The Dindair (Silvan for ‘silent shadow’) are demons of shadow who surround themselves in a field of flittering shadows that resemble reflections from a flickering torch. Their exact size and shape vary, as they tend to take on the appearance of the nearest creature. Except when disguised as men, their motion is a staccato strobe as they dart from shadow to shadow. Where a Dindair makes its abode is in places where illumination by day is provided by dim cracks that cast long shadows, and by night with foul smelling candles. As they rarely live far from the strongholds of Men, as their deceptions require constant attention, the most natural place for a Dindair to make its abode will be in the tombs and mausoleums of men. In the First Age, the Dindair were spies of the Enemy. They cast spells and used phantoms to bewitch the minds of men as they sowed the seeds of dissent between the Edain and Eldar. At the end of the First Age, most Dindair were destroyed in the Fall of Angband, but a few survived and fled far into the East. There they found men who would listen to their counsel, and they treated them as playthings. Many of the surviving Dindair became shadowy advisors to the kings of the East, spreading their evil from the shadows behind thrones, causing war, dissent, murder and strife. Occasionally, the blood of men produced heroes who opposed them, so they did not always work their will unfettered. However, as the ages passed, their influence grew, and it well may be that any number, if not most, of the invasions of Gondor from the Easterlings were spurred by these emissaries of deceit. The worst misdeed of the Dindair is the rift they have fostered between Elves and Men in the East. Much of the blood spilled between these peoples is on the collective hands of the Dindair. The Dindair prefer to live as part of Mannish society, playing the roles of manipulators and powers behind the throne. They act much as the Enemy did in earlier ages among the Elves – before the forging on the One Ring – and in Númenor: as flatterers who are so skilled in persuasion that the rulers of the land fail to recognise when they’re being manipulated. They enjoy such roles, especially if they can appear sympathetic to a particular court faction while secretly holding a blade to its throat.

Gamemaster note: Dindair are excellent

adversaries for adventurers who journey to the eastern or the southern realms of Middle-earth. The

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presence of a Dindair makes and excellent surprise, as a sinister enemy counsellor turns out to be even more than the player characters bargained for. When discovered and threatened however, the Dindair will attempt to flee by fading into the shadows rather than attack its foe. It will only strike first if it can attack by stealth and thus gain the element of surprise. Dindair will also take precious or valued items from those they wish to cause strife with, hoping that the missing items will cause a rift between people. They will often place these items in the possession of another (where later it can be found by the items owner) or hoard them where they will not be easily found. Thus killing a Dindair or driving it off may prove profitable. Characteristic Roll STR CON* @ SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 POW 2D6+6 2D6+6 4D6+12 3D6+6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 18-19 13-14 13-14 25-26 16-17

MOVE: 12 HP: POW** Damage Bonus: +1D4 Tres Fact: 30 Points Variable/POW** Variable/POW** Variable/POW** Variable/POW** Variable/POW** Variable/POW** Variable/POW**

NOTE: refer to Shadow Armour power below regarding armour. Weapon Dagger Javelin of Shadow

Strike Rank 5 3

Percent Damage age 1D3+1+db imp 50% 2D6+½ db 75% impale + poison

* A Dindair’s CON is equal to its POW. ** Damage inflicted to a hit location of a Dindair will affect its total hit points only, as Dindair have no true hit locations, only the appearance of hit locations. Its hit points are equal to its POW. @

SIZ: The SIZ of a Dindair is hard to guage. In fact a Dindair is capable of varying its SIZ by plus or minus 1D6. Skills: Darkvision 80%, Dodge 80%, Hide (in Shadow) 100% Language (Black-speech) 90%, Language (Westron) 90%, Language (Logathig ie Easterling) 90%, Listen 80%, Lock pick 80%, magical skills at 80%, Persuade 95%, Pick Pockets 80%, Sense 50%, Spot 80%, Stealth 90%, Throw 75%.

POWERS Javelins of Shadow: Except when in direct light or absolute darkness, a Dindair can form javelins from the shadows of the air. They do 2D6 damage on a successful strike (and are capable of special and critical strikes) and has a magical poison effect similar to the poisonous root Klytun (ie causes a 1D10 day coma to occur). The potency (POT) of the poison is the same as the damage that was inflicted from the javelin strike. Refer to p.229 Poison in the Spot Rules chapter of the BRP rulebook. Magic Spells: Shadow of Fear, Shadows and Phantoms, Veil, Veiling Shadow and Wizard’s Guise. Shadow Armour: A Dindair is clocked in shadows that provide it with the equivalent of 5 armour points, as well as protection against direct sunlight. If a Dindair is exposed to the sun, 1 point of armour burns away each minute until gone. After that, the Dindair sustains damage from its vulnerability normally, see Vulnerability to Sunlight below. Each minute spent in shadow permits it to reweave 1 point of its lost armour. In the Shadow of Others: A Dindair can imitate a single quality – skill, weapon, spellcasting ability, racial ability, legendary ability, or physical appearance – of anyone in its shadow. The Dindair employs that quality with exactly the same magnitude of power as the imitated person would, including the imitated individual’s characteristics, characteristic rolls, skill chances of success, and so forth. When a Dindair imitates the appearance of another creature, however, it does not change size more than 1D6. However, when a Dindair imitates someone, the imitated person gains power over the Raug due to the link between the two, gaining a +20% to all skill rolls, characteristic rolls and POW versus POW rolls made against the Dindair. Vulnerability to Sunlight: Being a Raug of Shadow has its price. For each minute that a Dindair spends in direct sunlight, it evaporates losing 1D6 hit points from its total hit points. If it loses all its hit points, then the Raug will evaporated completely and is completely destroyed.

HELEGROG A Helegrog (Sindarin for ‘demon of ice’) is an enormous, blue, icy-winged creature surrounded by an aura of blue-white flame. They are typically armed with icy blue spears, which they wield twohanded. Helegrogs prefer snowy climates, where they build mountain strong-holds of ice-covered iron towers and jutting spires of ice. Though they can survive in warmer climes, these ‘kings of winter’

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rarely venture even as far south as Arnor, or leave their mountain strongholds. Lesser than Balrogs, the Helegrogs were Raug of cold fire and were used as wardens in the lands north of Thangorodrim. Although many were destroyed in the devastation cause by the fall of the dragon Ancalagon, some survivors fled to the Northern Wastes, north of Forochel, where they made small kingdoms for themselves in the far north of Middle-earth. There they subjugated Snowtrolls and Orcs ruling their domains as living demigods. They are usually content to play the role of petty tyrants over their domains, but their favourite habitat places them perilously close to the Lossoth (the snow-men tribes of that land) and to the Dragons of the Forodwâith. As a direct result of the Dragons, the numbers of Helegrogs have dwindled in the Third Age, though a few of these ‘Troll-gods’ still hold sway in areas of the Northern Waste. Helegrogs prefer to live as tyrants and demi-gods among the Snow-trolls, whom they teach and fill with their hate. Dragons have occasionally enslaved a Helegrog fortress, but the Helegrog have no taste for subjugation, and such arrangements rarely last long. Helegrogs will be submissive to Balrogs, though these two kindred races haven’t encountered each other since the First Age.

Gamemaster note: Helegrog society

comprises this beast as the absolute tyrant-lord over its domain. It will gather to it Snow-trolls who will act as captains, body-guards and acolytes. These in turn will rule over subjugated orcs. Within their strongholds they exert their influence across their domains, venturing forth for war and conquest only. They will also capture and enslave whom ever of the Free Peoples they can. These are put to forced labour building its fortress and then slaughtered when there is no more use for them. These Raug make formidable opponents as they are always accompanied by their Snow-troll worshippers. Helegrogs are incapable of flight but can use their wings to create a powerful gust of wind in front of themselves.

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Leg Left Leg Abdomen Chest Right Wing Left Wing Right Arm Left Arm Head

8D6 8D6 8D6 2D6+6 10D6 3D6 Melee 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20

Average 28 28 28 13-14 35 10-11

MOVE: 10 HIT POINTS: 28 Damage Bonus +2D6 Tres Fact: 500 Points 10/8 10/10 10/10 10/12 10/12 10/8 10/8 10/10 10/10 10/10

NOTE: refer to Sheath of Ice power below regarding armour. Weapon Longspear of Ice (2H) Ice Greatsword Claw Claw Kick Wing Blast

Strike Percentage Damage Rank 3D6+5+ db 3 80% impale 5

70%

2D8+db bleed

5 10 8 8

70% 50% 60% 50%

1D6+db bleed 1D6+db bleed 2D6+db crush special

Note: A Helegrog cannot use its claws at the same time it uses its sword and whip. @ A Helegrog can attempt to create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the Helegrog must succeed in an Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Darkvision 100%, Spot 80%, Listen 80%, Sorcery 80%, Tracking (by smell) 70% POWERS Grip of Ice: If a Helegrog succeeds in striking with both of its claws in the same combat round, it can grasp its victim and create a sheath of ice around it. It takes one Combat Round to create the sheath around a man sized victim, longer if against larger targets. The target is then immobilised for 1D6 minutes before the ice melts enough for the victim to escape. During the time of immobilisation, each minute the victim must succeed in a Stamina roll or suffer 1D6 damage directly to their total hit points from the effects of this creature’s magical cold.

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Longspear of Ice: The longspear of a Helegrog is a two-handed, Troll sized weapon that does 3D6+5 damage. On a special or critical strike success, the Helegrog pins its opponent to the ground, automatically freezing it as with its Grip of Ice ability. Magic Spells: Helegrogs know all Sorcery spells. Due to the Helegrogs Maiar nature, it does not make Stamina rolls when casting spells. Overwhelming Presence: The sight of a Helegrog is frightening, to say the least. When a Helegrog is encountered in close proximity, the characters will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Sheath of Ice: The armour of a Helegrog is made of a magical icy plate. Before a hit location can be damaged, the armour protecting the creature must be chipped away first. For each successful hit made against a hit location, that armour at that location is lowered by 1 point. Once all the armour is gone from that location, the creature is vulnerable to damage normally. Outside of combat, it takes one minute for 1 point of armour to reform at each of the hit locations that have lost armour. Tainted Lair: The innate powers of a Helegrog corrupt its home. Vile creatures are drawn to its abode, while good and natural creatures shun it. Anyone approaching the lair of a Helegrog will feel unease and may become afraid (natural creatures will become spooked and flee in fear). Weapons of Ice: All of the Helegrogs weapons are made of ice and are Troll-sized. If the creature is killed, its weapons will melt away, even if kept in cold storage.

ROGMUL Another survivor of the Elder Days is the Rogmul. Regmyl (singular: Rogmul) are lesser firedemon spirits that are called forth, and enthralled by the will of a Balrog. While they are in fact minor spirits, they are among the mightiest of the sort. They are great brutes of evil will and fierce strength. Wherever a Balrog is or once was it can be wagered that a Rogmul or two is not far away. So little is known about them by the Wise as few of the Free Peoples have ever encountered a Rogmul, and of those who have, fewer still have survived to tell of the ordeal. What is known of them is that they are an ancient and powerful creature that sprang from the same dark depths where the Balrogs were awakened. They are beings trapped between Middle-earth and the realm of the Unseen. Enslaved to the Balrogs, Regmyl are among those creatures that the people of Middle Earth wish they

could send back to sleep deep below the surface of the earth. Being both shade and flesh, any evil less powerful than the Balrog would bend a knee in servitude or flee in fear. It is rumoured amongst the Free Peoples who keep watch over the passes into Angmar, that some of the evil that lurks in that land may be attributable to such creatures as these. This remains rumour however as none of these scouts and rangers have ever seen one, though they rarely venture into that tainted land unless absolutely necessary and certainly do not seek out suck encounters. If a Balrog was once present within that land, it can be certain that the Regmyl were present also, chained in the darkness as guardians over the Balrogs domain.

Gamemaster note: The lands of Angmar

and Mordor are the most likely place where adventurers would encounter the Regmyl. Several are likely to be present in the deepest part of Moria. The Paths of the Underdeeps are also a likely place where they would dwell. These creatures present a formidable challenge to adventurers due to not only their might, but also their semi-corporeal nature and a number can be expected to be encountered as guardians within the dungeons of a Balrog’s stronghold. Regmyl are tied to a place as determined by the Balrog that has summoned them. They are enthralled to the Balrog’s will and cannot go beyond the bounds that chain it to the physical world. They are usually set by a Balrog as a guardian over its chambers and treasure troves.

Characteristic Roll STR CON* SIZ INT POW DEX Hit Location Misty Base Abdomen Chest Right Arm Left Arm Head

5D6+6 POW 4D6+6 2D6+6 8D6 3D6 Melee 01-08 09-11 12 13-15 16-18 19-20

Average 23-24 28 20 13-14 28 10-11

MOVE: 10 HP**: POW Damage Bonus +2D6 Tres Fact: 300 Points special/POW special/POW special/POW special/POW special/POW special/POW

NOTE: refer to Armour of the Damned power below regarding armour. Weapon Rogmul @ Sword Rogmul Halberd

Strike Percentage Damage Rank 1D10+1+db 5 80% bleeding 3D6+db 3 80% bleeding

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@ A Rogmul can wield two swords at the same time, one in either hand, without penalty. The first sword attack will strike on Rank 5 whilst the second will attack 5 strike ranks after that (ie Strike Rank 10). * A Rogmul’s CON is equal to its POW. ** Damage inflicted to a hit location of a Rogmul will affect its total hit points only, as Rogmul have no true hit locations, only the appearance of hit locations. Skills: Darkvision 100%, Spot 80%, Listen 80%, Sorcery 100% POWERS Armour of the Damned: due to the spirit nature of the Rogmul, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do normal damage to a Rogmul. A Rogmul’s hit points are equal to its POW. Damage inflicted to a hit location of a Rogmul will affect its total hit points only, as the semi-corporeal nature of the Rogmul means that it does not have hit locations in the true sense that a physical creature does. Heart of Fire: At the Rogmul’s heart is a fell power of fire, for the Rogmul were once fire-spirits before they fell to the temptations and deceits of the Enemy. As such they appear as living smoke and flame in bodily form. A Rogmul may Kindle Fire (as per the spell) with only a touch. If a character is in contact with the Rogmul (for example the Rogmul grasps or grapples the character), then their hair and clothing may catch fire as well. A successful POW x 3 roll avoids this. Magic Spells: Rogmul know all Sorcery spells. Due to the Rogmul Maiar nature, no Stamina rolls are required when a Rogmul is casting spells. Overwhelming Presence: The sight of a Rogmul is frightening, to say the least. When a Rogmul is encountered in close proximity, the characters will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Weapons of Flame: The weapons of the Regmyl are imbibed with fire. They will do normal damage for two out of every three combat rounds, on the third combat round however, they will burst into flame and do 3D6 damage instead of the normal weapon damage. The Rogmul’s damage bonus is always added to the weapon damage whether it is in its flaming state or not.

FELL BEAST Cruel mockeries of the Eagles, the Fell Beasts make their homes in high caves or on shelves beneath overhangs of rock. A number of them are spread throughout the hills of Southern Mirkwood. These creatures grow on average to lengths of 9 metres (thirty feet) with around 30-35 foot (9 to 10.5 metre) wingspans and are distantly related to the cold drakes of ancient days. They cannot breath fire, but their physical armoury is formidable. Twenty-two centimetre (nine inch) claws and fifteen centimetre (six inch) fangs along with equivalently sized legs and jaws have persuaded many to become the Fell Beasts' next lunch. While the whooshing of air is audible when they beat their wings Fell Beasts tend to use updrafts of wind to glide silently through the air. They have narrow serpentine heads with vicious red eyes that glitter with malice as they dive from above to attack their prey. Fell Beasts have excellent night vision and can glide soundlessly and effortlessly, allowing them to attack with complete surprise at night. During daylight hours, they use a more direct approach; a fast dive out of the sun to impale their target on their outstretched claws. These creatures are most common in the mountains of southern Mirkwood, with many roosts found near and around Dol Guldur. While they nest in caves, rock overhangs or thickly forested areas, they prefer to hunt in open terrain, so they are only found deep within Mirkwood when they are roosting. However, their abundant presence makes the approach to Dol Guldur and travel immediately around the southern expanse of Mirkwood even more dangerous than it might otherwise be expected to be. Fell Beasts prefer temperate, low lying areas to forage, next to hilly or mountainous areas for roosting. Southern Mirkwood is believed to be the place of origin of these creatures. The servants of the Enemy, however, have transplanted these beasts to the Ash Mountains (north of the Gorgoroth plateau in Mordor) and into and around Carn Dûm in Angmar. Larger, specially bread, Fell Beasts are able to carry the weight of two men in flight into battle and are frequently used as mounts by the Nazgul and even Olog-hai and Orc warlords. Somewhat social creatures, non mated individuals can be found roosted together. These are generally immature juveniles however. They mate for life. Mated pairs without offspring will often hunt in pairs, one beast flushing out prey while the other swoops in to make the kill. They will fight to the death to protect their offspring and are very territorial when it comes to their nesting areas. The mated pairs cooperate in the raising of young. Once a Fell Beast has mated, any other mature Fell Beasts risk death should they encounter the pair and cannibalism of

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young amongst the species is not uncommon. Once the young are old enough to fly and fend for themselves they are chased away from the parents roosting site. They may stay nearby as the parents will not treat them as a serious threat until they fully mature.

GAUNT-LORD

Gamemaster note: Fell Beast are

ravenous predators that hunt both day and night. They will generally ignore any prey smaller than a Hobbit. They swoop silently down from high above, snatch their prey in their talons, and then climb swiftly upward where they will drop their prey from a considerable height, then swoop down to feast on the remains. Add +50% to any first combat skill attack undertaken at night unless the target makes a Spot roll at -30% skill penalty to spot the beast.

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Leg Left Leg Hindquarters Forequarters Right Wing Left Wing Head Weapon Claw Bite Wing Blast**

4D6+6 3D6+3 4D6+12 3 3D6 2D6+12 Melee 01-03 05 06 07-08 9-12 13-14 15-16 17-20

Average 20 14 26 3 10-11 17

including combat skills. This penalty remains for as long as they remain in the area of the beast’s stench. The Stamina roll must be undertaken every time a character re-enters the area of the beast’s stench.

MOVE: 6/10 fly HIT POINTS: 20 Damage Bonus: +2D6 Tres Fact: N/A Points 5/6 5/7 5/7 5/9 5/9 8/6 8/6 5/7

Strike Percentage Damage Rank 1D6+db bleed 9 45% 1D8+db bleed 10 55% special 12 N/A

**A Fell Beast can create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the creatures flight path-or within 10 metres if the creature is hovering-must succeed in an Easy Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Darkvision 90%, Listen 55%, Spot 70%, Sense 50%, Track 50% POWERS Foul Stench: Fell Beasts exude a foul stench reminiscent of rotting flesh. Those who come within 10 metres of the beast must succeed in a Stamina roll or suffer a -20% penalty to all skill rolls,

In the First Age, Morgoth summoned many fallen spirits into his service and twisted countless creatures to his will. Among those were dire creatures called Gaunt-men. Morgoth gave the Gaunt-men mortal bodies in which to work his wickedness throughout Middle-earth. Men and Elves alike feared these creatures, for they had the power to instill other Fell spirits into the remains of the dead and raise them as wights. After Morgoth’s fall, the remaining Gauntmen went into hiding in the realm that later became Angmar. Their power was greatly diminished, but when the Wizards arrived to lend wisdom to the Free Peoples of Middle-earth, the Witch-king summoned the Gaunt-men to his service. Among them, five gained greater power to match the five Wizards. These five, embodying death, pestilence, famine, war, and purest evil, became known among their kind as the Gaunt-Lords. These five Gaunt-lords are among the most powerful of the Enemy’s servants in Angmar. However, the term ‘Gaunt-lord’ is now used as a generic term by the Free Peoples to describe all Gaunt-men, as these vial necromancers raise skeletons and zombies to serve them as minions, and so they act as lords over the undead. Only the most powerful and skilled of the Gaunt-men, however, are able to raise wights. The five true Gaintlord’s are the undisputed leaders of these vial beings. Scattered across Middle-earth are the remains of many Númenorian ruins, many of which have become the resting places of the dead who fell in the many wars and countless conflicts seen throughout the ages. These forgotten places are ideal strongholds for a Gaunt-lord looking to exert the Shadows influence over the land. It is rare, outside of Angmar, that more than a hand-full of these vial Necromancers will gather in one place to raise an army of the dead. Usually one or at most two will work together on such a purpose. If more are encountered in one place, something serious is planned by the Enemy and war cannot be far away. These vial creatures will never be found unguarded however and will always have at least a half-dozen of their denizens gathered around them to act as their body guards.

Gamemaster note: Gaunt-lords vary in

power and skill, with only the most skilled able to raise and control wights to do their bidding. All can raise skeletons and zombies from the bones and

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bodies of the dead. Where-ever there is a ruin or stronghold over-run by the undead, it’s a safe bet that there will be a Gaunt-lord somewhere ensconced within. Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Weapon Staff

Average

4D6+6 20 MOVE: 10 POW** Var. HP: POW 1D6+6 9-10 Damage Bonus 2D6+6 13 +1D4 Var. # Var. Tres Fact: 100 3D6 10-11 Melee Points 01-04 */9 or 11 or 12 05-08 */9 or 11 or 12 */9 or 11 or 12 09-11 12 */11 or 14 or 15 13-15 */7 or 9 or 9 */7 or 9 or 9 16-18 19-20 */9 or 11 or 12 Strike Percentage Damage Rank 1D8+db 5 90% crushing

@ The wiry, thin and gaunt appearance of the Gaunt-lords belies their strength. Their SIZ reflects the gaunt nature of the creature and the fact that they are often stooped when they move around. The actual height of a Gaunt-lord is around that of a normal man. # A Gaunt-lords POW will depend upon the power of the Fell spirit for whom the creature’s body was made to house. Thus a powerful Gaunt-lord will have a POW of 8D6+6 (34), a less powerful Gauntlords POW will be 7D6+6 (31) and the weakest of the Gaunt-lords will have a POW of 6D6+6 (27). The POW of the five true Gaunt-lords is greater than these however. * Gaunt-lords wear rotten clothes but rarely wear armour. They prefer to avoid a straight-up fight, engaging in melee only if they have no choice. They will prefer to stand back and let their minions take the brunt of an assault whilst they themselves hurl spells at their foes. ** The CON of a Gaunt-lord will depend upon the power of the Gaunt-lords spirit within, as such the creatures CON will be the same as it POW. When determining for the creatures hit points, do not average the creatures CON + SIZ. Gaunt-lords hit points are the same as their POW. Skills: Listen 75%, Stealth 85%, Spot 70%, Sorcery 100%, Tracking 45%

POWERS Charnel Stench: Gaunt-lords exude a foul stench reminiscent of rotting flesh. Those who come within 10 metres of the creature must succeed in a Difficult Stamina roll or suffer a -20% penalty to all skill rolls, including combat skills. This penalty remains for as long as they remain in the area of the creature’s stench. The Stamina roll must be undertaken every time a character re-enters the area of the creature’s stench. Magic Spells: All Sorcery spells, especially those that pertain to necromancy. Gaunt-lords do not make Stamina rolls after casting spells. The weakest of the Gaunt-lords can raise Skeletons as minions only, the more powerful ones can raise both Skeletons and Zombies as minions, the most powerful Gaunt-lords can raise these and minor-wights as well. The five true Gaunt-lords can raise more formidable wights (ie lesser and major wights). Overwhelming Presence: The presence of a Gauntlord is frightening. When a Gaunt-lord is encountered in close proximity, the characters will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -20% penalty to their resistance roll attempt. Undead Stamina: Gaunt-lords need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Gaunt-lords do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason.

GAURADAN When the northern kingdoms of the Noldor in Beleraind were destroyed in the Battle of Unnumbered Tears (Nirnaeth Arnoediad), many of the surviving men found themselves lordless, living off the land, ever hunted by the scouting parties of Orcs sent forth from Angband. Many of these men turned to banditry to survive and lived off raiding the remaining communities of Woodmen who lived further south in the Forest of Brethil. The Woodmen gave these brigands and bandits a name: Gauredain, (sing. Gauradan) meaning Wolf-men. For these men where hot tempered and ruthless, hunted in small groups and where dishevelled in appearance. Over time some repented of their ill deeds and made amends. There were others however whose deeds sank ever fouler and fouler. Over time, and under the influence of the Shadow, these feller groups found a new master. They fell to living so like the wild wolves around them that they took to mimicking the habits of the wolf, in both behaviour

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and speech. Before the fall of Beleriand, the Enemy sent his most trusted Lieutenant, in the form of a Werewolf, to beguile these fallen men and trick them into worshipping him as a Wolf-lord. These fallen men became little more than animals themselves but they grew in stature and their teeth became fanged. When Beleriand was destroyed, Gauredain survivors made it across the Blue Mountains and into the land of Eriador. Wild men have dwelt in the North of Middleearth ever since the Elder Days, troubling even the ancestors of the Dúnedain in times long forgotten. When Elendil and his sons came to Eriador after the fall of Númenor, they found these lands occupied by these Men of Darkness, and warred with them when they founded their kingdom of Arnor upon the shores of Lake Evendim. The wild men withdrew from the might of Arnor, but they were not vanquished. In time, they came back to power. In lands emptied by the abandonment of Annúminas, the Gauredain took hold again. The Wolf-men remain blood enemies of the Dúnedain to this day. The Gauredain, followers of the Witch-king of Angmar during his war against Arnor, have an ancient affinity for the Wolves of the North. They emulate these vicious beasts, wearing wolf-hides and going about on all fours when entering battle. These savage men use their fearsome behaviour to terrify their prey; though even more terrifying is the rumour that they eat flesh ....any flesh.

Gamemaster note: The Gauredain

communicate by guttural sounds, baying and howling to one another. They understand each other very well and are not as primal as some take them to be. They have however degenerated into a primitive race that no longer can be called a race of men. A clan of Gauredain will have tamed a pack of wild wolves that are more than just cherished pets or hunting dogs to the clan, the wolves will represent their primal heart and soul and the Gauredain believe themselves to be wolves in human form. The wolves will, in turn, look to the Gauredain clan members as their Alpha male and females, regarding the Gauredain as part of their pack. The Gauredain often raise totem poles depicting fierce wolf effigies that are used to ward off evil spirits and to mark their territories. It is rare that a single Gauradan will be encountered as the Gauredain generally hunt in packs, whether that pack comprises of other Gauredain, their pet wolves or both. Regardless, the Gauredain are fearsome hunters and their terrifying reputation is deserved.

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+6 2D6+12 3D6+6 1D6+6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 20-21 18-19 17-18 9-10 10-11 10-11

MOVE: 10 HP: 18-19 Damage Bonus: +1D6 Tres Fact: 5 Points Variable/7 Variable/7 Variable/7 Variable/9 Variable/6 Variable/6 Variable/7

NOTE: armour points will vary dependent upon the armour worn. They will generally wear 2pt. leather wolf hide. Strike Percent Damage Rank age Club, Heavy 5 50% 1D8+db crush Claw 7 60% 1D4+1+db bleed Spear, Long 3 75% 1D10+1+db imp Note: all weapons are of primitive make (eg, spear will have a flint head and shaft will be made of wood). Weapon

Skills: Craft (various primitive items skills) 45%, Darkvision 60%, Dodge 40%, Grapple 45%, Lore (wolves) 85%, Lore (herbs) 85%, Listen 75%, Sense 50%, Spot 85%, Throw 75%. POWERS Magic: Only Gauradan Shamans will know some magic, which will be confined to Ritual and some Sorcery magical skill specialities at around 80% chance of success. Poison Weapons: The Gauredain use poison on their spears. They prefer the grass Ancalthur (ie causes the victim to undertake all actions as though they were considered to be Difficult for a period of up to 4 hours). The potency (POT) of the poison is the same as the damage that was inflicted from the spear strike. Refer to p.229 Poison in the Spot Rules chapter of the BRP rulebook.

GHOST A ghost is the spiritual remnant of a man (or elf, dwarf, hobbit, orc or creature) still attached to the world of the living, either aware or unaware of its deathly nature. Refer to the description on p.342 of the Basic Roleplaying Rulebook for more information regarding Ghosts.

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Gamemaster note: Ghosts are often highly

specific to the conditions of their death and their environment, and ideally should be crafted by the Gamemaster to fit the circumstances of the setting. Ghosts usually possess only POW, though some ghosts may have APP. All ghosts exhibit a form of INT that shows a kind of cognitive awareness, but in truth is not true Intelligence but self-aware memories. Other ghosts are phantoms created by other beings that are used to beguile, deceive or otherwise mislead the living. The INT of such ghosts will be the INT of the creature or being that created the phantom and that creature or being will speak through the ghost pretending to be the dearly departed loved one of the living person being deceived. A ghost may appear to be solid, and have characteristics (STR, SIZ, and DEX) as a living being, though it will never have a CON value. Characteristic Roll STR CON SIZ INT POW DEX

variable N/A variable variable 4D6 variable

Hit Location

Melee

Average var. N/A var. var. 14 var.

MOVE: equal to POW HP: none Damage Bonus: none Tres Fact: var. Points

Ghosts have no hit points nor do they possess armour Weapon

Strike Rank

Ghostly combat

1

Percent Damage age POW vs 1D3 power POW points

Skills: as suited to the nature of the ghost, or if the ghost is a phantom created by another being, its skills will be the same as the being who created it. POWERS Chill: The air will always be noticeably chilled when a ghost is present or about to manifest itself. Even on a warm summer’s day, the air will become cold and chilled and both people and animals will sense a foreboding and dread or even fear. In game terms, this will amount to no more than the gamemasters telling the characters that the air has suddenly grown cold and that their characters are feeling uneasy or even have a sense of dread about that place they are located. If the gamemaster feels it is appropriate then they could also use an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Ghostly Combat: Ghosts can attack in ghostly combat, consisting of a POW vs. POW resistance roll. This will appear as if the ghost is glimpsed as

clawing at, enveloping, or otherwise physically attacking the target. If the ghost overcomes the target’s POW, he or she loses 1D3 power points. If the character can overcome the ghost, he or she causes it to lose 1D3 power points. More powerful ghosts may drain 1D6 power points (or even more) from a target in a single combat round, but will only lose 1D3 power points if overcome by the intended target. This combat continues each combat round until the target is unconscious, or either side has fled. A ghost will flee before it reaches 0 power points. A ghost that reduces a character to 0 power points may possess him or her, usually causing the victim to commit suicide or harm another person. Even if a ghost possesses a character, it remains tied to the site of its haunting and cannot leave. Incorporeal: Ghosts are immaterial, and are not subject to the limitations of the physical beings nor can they take physical damage. Other Powers: In addition to ghostly combat, a ghost may have powers suited to its former existence and role in the setting, or to the being that created it. Traditional powers for ghosts, that can be found in the Powers Chapter of the BRP rulebook include psychic powers such as Cryokinesis, Mind Blast, Mind Control, Pyrokinesis, Telekinesis, or super powers such as Drain, Energy Control, Invisibility, Teleport, and even Weather Control. All these powers will need to be held within the context of Middle-earth. At the gamemaster’s discretion, ghosts may or may not be vulnerable to powers such as magic, sorcery, or psychic powers, though it is suggested that if they are able to attack the living, the characters have some means of fighting back or banishing them.

GIANT Little is known about this secretive race that dwells high atop the mountain passes and peaks of Middle-earth. Some would say their existence is merely the stuff of tales for children, but there are those who have explored less-inhabited lands and have witnessed the power of the giants first-hand. If the tales are to be believed, it is said that the giants resemble Men in much the same way as Hobbits do, but where Hobbits are diminutive, the giants are enormous! Imagine a tribe of Men, each standing a full sixty feet (18 metres) in height, hurling boulders from mountaintop to mountaintop creating a thunder all their own. The power of these creatures instantly sends a chill down the spine of any who hear the tale! The giants of Middle-earth are mysterious and powerful though they are indeed also a rare mix of both terrifying monster and potential ally for the Free Peoples of Middle-earth. As of yet holding no

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alliance to either the Shadow or the Free Peoples, the giants in the peaks of the Misty Mountains east of Rivendell are sure to attract the attention of the bravest of adventurers.

Gamemaster note: when characters

engage a Giant in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Average

25D6+54 142 MOVE: 18 17D6+54 114 HP: 128 25D6+54 142 Damage Bonus: 3D6 10-11 +17D6 3D6 10-11 Tres Fact: 5 3D6 10-11 2D6 7 Melee Points 01-04 10/43 05-08 10/43 09-11 10/43 12 10/50 13-15 10/35 16-18 10/35 19-20 10/43

NOTE: armour points are for natural armour worn. They will generally wear 3pt. Auroch hides made into clothing. Strike Rank

Percent Damage age 3D6+db crush & Club, Heavy 3 50% knockback 1D6+db crush & Kick/Stomp 3 35% knockback Throw rock 1/CR 35% 2D6+ ½db crush Note: all weapons are of primitive make (eg, club is a modified tree trunk!) and designed for a (very) large creature to use. Weapon

Skills: Lore (animals) 55%, Lore (plants) 35%, Lore (herbs) 35%, Language (Westron) 30%, Listen 75%, Sense 60%, Spot 70%, Throw 35%.

POWERS Giant club: Giants use enormous clubs or tree trunks in combat, and specialise in sweep attacks (see the rules for sweep attacks on page 233 of Chapter Seven: Spot Rules). A giant’s club has hit points equal to 10 + number of damage modifier dice. For example, the sample giant above has a club with 27 HP.

GORTHOROG In the early days of Angmar, the Witch-king sent forces North to "collect" the remnants of an evil race that was long believed destroyed in the fall of Angband, but which Sauron's far-seeing eye spied in the ice of the Northern Waste. These ancient creatures were few in number but great in strength; of Troll-kind but far more cunning, and exceedingly cruel. The name given them was Gorthorog. Recognising the power of the Witch-king and of his master in Mordor, these creatures willingly joined with Angmar and Sauron. The smiths of Angmar outfitted them with powerful arms and armour, and they became Angmar's most devastating fighters, set at the front of Angmar's armies like the sharp edge of a blade. With their help, the Witch-king won many battles against the kingdoms of Arnor. Some say that it was Gorthorogs who tore down the Tower of Amon Sûl, toppling it into ruin, but none survive to confirm that tale. In the last battle to drive Angmar out of the lands of Arnor, the enemy made one grave error. The Witch-king had held his last few Gorthorogs in Carn Dûm, planning to lure his enemies to their ruin with a false retreat. But in the end his attempt to reach the fortress failed, and the Witch-king was driven from the North. Angmar was defeated. With Angmar's forces scattered, the Gorthorogs retreated to the dark places of that fallen kingdom, which were to them much like the cracks and shadows in the North where they once dwelt. Some also say that a few Gorthorogs fled south and east, all the way to Mordor, and there were bred with Trolls by Sauron, and thus had a part in the creation of the Mordor's most powerful and darkest of creatures. Of this, not even the Wise can say for certain. Now, with the rumours of a flame rekindled in Angmar, there remains the danger that these creatures might yet ally themselves with whatever evil returns to that barren realm Gorthorogs are related to Trolls but are not Trolls themselves, and hence do not come under the entry for Trolls in this chapter. It is perhaps more accurate to described the Gorthorog as Half-trolls, though with what the Trolls were bread with in order to create this race, the Wise can only speculate. These creatures stand roughly over twice as high as a man but are shorter than a Cave Troll and have horns on their foreheards. They are ugly vicious brutes that wield maces and clubs in battle and have a cunning that belies their Troll bloodline. They are however hampered in movement by their bulky size.

Gamemaster note: These creatures are rare

indeed and have never been seen outside of the lands of Angmar except during the Witch-kings wars with Arnor. Gamemasters should use these creatures

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sparingly as very few remain in the Middle-earth and they would be unlikely to travel out of Angmar unless as part of a large army in service to the Lord of the Nazgûl. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+12 4D6+12 4D6+12 2D6+3 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 25-26 25-26 10 10-11 10-11

MOVE: 10 HP: 25-26 Damage Bonus: +2D6 Tres Fact: 10 Points 5/9 5/9 5/9 13/11 13/7 13/7 13/9

NOTE: Gorthorogs have natural 5pt armour and wear plate mail armour on their chests and arms. Their skulls have thick fused bony exodermis plates that act as though the creature is wearing a plate helmet. Strike Rank 5 5

Percent Damage age Club, Heavy 85% 1D8+db crush Mace 85% 1D8+2+db crush 1D10+3+db Great Hammer 4 75% crushing Note: Gorthorogs can wield a weapon in each hand and therefore get a minimum of two attacks each combat round. All weapons are two handed normally to smaller creatures. Weapon

Skills: Darkvision 80%, Grapple 55%, Language (Blackspeach) 50%, Listen 55%, Sense 50%, Spot 85%, Throw 75%. POWERS Berserker Frenzy: Gorthorog can become frenzied with bloodlust in the heat of battle. For every combat round a Gorthorog is engaged in combat, roll a D100 for the Gorthorog before combat occurs. If the D100 roll is less than or equal to the creatures CON, it goes berserk for that combat round. The Gorthorog’s chance to hit with melee weapons increases by half its normal attack chance. Thus its 75% chance to hit with a heavy club will increase by +38% for a total of 113% for that combat round. The creature will be so frenzied with bloodlust that it will ignore any chance to parry or dodge.

GREAT BEASTS Beasts of burden used by Enemy. It is not known what type of animal the Great Beasts were before being twisted into the creatures that they are today for they are not described in the annals of the Wise. During the siege of Minas Tirith in the time of the War of the Ring, they were used to pull the battering ram Grond. It is possible that the creature these beasts hail from is native to the lands of the far east of Middle-earth, but this is uncertain. It may be that they are a twisted form of the Aurochs that are native to north-western Middle-earth. The Wise do not yet know the answer to this riddle. These creatures are generally docile and are bred and raised by orc herders living in the Nurn region of Mordor. Their temperament however is stubborn and the males are known to be very illtempered, especially in the mating season. All Great Beasts have a single large horn that extends from their forehead. Many an orc herder has learned the hard way at the business end of that horn, much to the amusement of other orc herders who know to treat the creature with enough respect in order to stay alive. These beasts of burden also are good for eating... apparently. Characteristic Roll STR 4D6+24 CON 3D6+6 SIZ 4D6+24 INT 5 POW 3D6 DEX 2D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 38 17 38 5 10-11 7

MOVE: 10 HIT PTS: 25 Damage Bonus +4D6 Tres Fact: N/A Points 4/7 4/7 4/11 4/11 4/7 4/7 8/9

NOTE: The strong bony horn on the forehead of the Great Beast covers most of the cranial area, giving it plate like armour defence on its head. Strike Percentage Damage Rank @ 2D10+db crsh Butt 8 50% @ 2D6+db crush Trample 8 50% 1D10+1+db @ Gore 9 40% impale @ A Great Beast cannot butt, trample and/or gore in the same combat round, chose one attack only. Weapon

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derived, for the Griffin has long been living in Middleearth.

GRIFFIN The origins of the Griffin have been lost in time. Whether they are a natural species within Middle-earth or a creature that has been despoiled by the influence of the Shadow is a point of much conjecture amongst the Wise. The creature would conceivably have to been the result of sorcery given its appearance, but its widespread distribution across the ancient forests of Middle-earth would suggest that the creature is a completely natural one. The fact that the species is found mostly in the ancient forests that once upon a time were joined to make one single primordial forest covering most of Middle-earth lends weight to the argument that the creature is indeed a natural species. Griffins are roughly the size of a domesticated dog and indeed have the body, hind legs and short whip-like tail that in appearance are identical to a greyhound dog. However the head of the creature is shaped like that of an eagle. The creature’s limbs are taloned and a fleshy thick membrane flap extends between the fore and hind limbs and gives the creature the ability to glide. The creature must have avian ancestry not only due to its eagle like appearance, but also by virtue of the fact that the creature is known to lay eggs and to build nests in tree canopies or on rock outcrops in the same fashion as birds do. They are excellent climbers, climbing in similar fashion to that of a bat, and prefer to spend the majority of their time roosting in trees rather than being on the ground. Griffins have also been observed in the high peaks of a number of Middleearth’s mountain ranges, though they were clearly a forest dwelling species when the First Born migrated across the land into Beleriand. The species is a voracious predator but will also feed on carrion if the opportunity presents itself. They are social creatures living in family groups of up to a dozen or so individuals and are highly territorial. Griffins often ambush prey from their roost within tree canopies. In the east of Middle-earth, there are tails amongst the Easterling tribes that speak of powerful sorcerers and war-lords having tamed or reared these creatures to act as watchdogs. The Wise are uncertain if these tales have any truth to them, but it would not be beyond the bounds of plausibility, especially if the creature was reared from a chick.

Gamemaster note: Griffins are not innately

wicked creatures. Their voracious appetite as a predator gives rise to the superstitions that the creature is a creature of the Shadow. The creature is a species tainted by sorcery; however none know just from what natural creature the species is

Characteristic Roll STR 2D6+6 CON 2D6+6 # SIZ 1D6+1 INT 5 POW 3D6 DEX 2D6+6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 13-14 13-14 4-5 5 10-11 13-14

MOVE: 10 (6 glide) HIT PTS: 10 Damage Bonus none Tres Fact: N/A Points 1/3 1/3 1/5 1/5 1/3 1/3 1/4

NOTE: A Griffin possesses 1pt of natural armour. Griffins used in a capacity as guard-dogs will have specially made leather armour by their keepers. Strike Percentage Damage Rank @ 1D6+db impale Bite 12 50% @ 1D6+db impale Claw 7 50% @ A Griffin attacks with two claws simultaneously and bites 5 Strike Ranks later. Weapon

# Within the ancient tales of the east, stories of Griffins of much larger size have been told of. Though the Wise believe that these tales are fanciful imagination, there may be some truth to them. Skills: Dodge 50%, Glide 55%, Listen 55%, Sense 50%, Spot 75%.

HUORN Those who live near the forests of Middleearth are often heard telling tales of the ancient power that lies within darkened woods; trees speak to one another in voices all their own and have even been seen, although admittedly on rare occasions, to move and travel of their own free will. Many of these tales are simply dismissed as ancient legends of the forest, but adventurers within Middle-earth would do well to heed the truth of these tales. These "walking trees" do indeed exist. Though each is as unique as the very trees themselves, most are said to be thick and gnarled, with long, arm-like branches, deadly, grasping, twig-like claws, and are capable of moving at great speed, especially when the need is dire.

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Few know the true origin of the Huorns, for these forest-dwellers are no doubt ancient. Some say they are a form of Ent, the legendary treeshepherds, changed over time to be more like the trees of ancient forests such as Fangorn far to the east. Others claim they are trees, coming to awareness and becoming more like the Ents of the ancient legends. It is known that Huorns can speak the language of the Ents and have often worked together with the forest guardians against the rising forces of darkness. No matter their origin, the powerful Huorns spend most of their days moving little, watching as silent protectors, usually deep within the darkness of their woodland homes. However, they are fiercely protective of the ancient stands of Middle-earth and fight with unmatched speed and deadly effectiveness when called into action to defend their land and their ages-old secrets. While most are simply wild and dangerous without the guidance of the Ents, there are others still, called Black Huorns, who are rotten to the core and will harm anything that walks on two legs.

Gamemaster note: Merry's words in The

Lord of the Rings sheds additional light on the nature of Huorns. "Treebeard won't say much about them, but I think they are Ents that have become almost like trees, at least to look at. They stand here and there in the wood or under its eaves, silent, watching endlessly over the trees; but deep in the darkest dales there are hundreds and hundreds of them ..."There is great power in them, and they seem able to wrap themselves in shadow: it is difficult to see them moving. But they do. You are standing looking at the weather, maybe, or listening to the rustling of the wind, and then suddenly you find that you are in the middle of a wood with great groping trees all around you. They still have voices, and can speak with the Ents ...but they have become queer and wild. Dangerous." Gamemaster note: All Huorns are susceptible to attacks by fire and by axes. They take an additional 1D6 damage if attacked by either of these weapons. Impaling or crushing weapons, such as swords, spears, arrows, maces, rocks etc are particularly ineffective against an Huorns thick bark, inflicting only the minimum weapon damage on a successful attack (although any damage bonus remains unaffected). Critical and special success attacks by all weapons other than axes and fire are treated as a though they were a normal attack success doing only the weapons minimum damage. Only axes and fire are able to inflict critical and special success damage against a Huorn.

Gamemasters other, other note:

when characters engage a Huorn in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used.

Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Right Roots Left Roots Trunk Right Lower Branches Left Lower Branches Right Upper Branches Left Upper Branches

4D6+40 4D6+12 6D6+42 3D6 3D6 2D6+3 Melee 01-02 03-04 05-08

Average 54 26 63 10-11 10-11 10

MOVE: 18 HIT POINTS: 45 Damage Bonus: +6D6 Tres Fact: N/A Points 10/15 10/15 10/18

09-11

10/12

12-14

10/12

15-17

10/12

18-20

10/12

NOTE: armour is thick wooden bark. See also Gamemaster Note Percent Damage age 2D6+db # crushing + Branch Strike 3 70% knockback 2D12+db # crushing + Branch Slam 7 55% knockback 4D12+db # crushing + Trample 12 55% knockback # A Huorn will attempt to strike with up to four Branch Strikes per combat round. The first strike will occur on Strike Rank 3, the second on Strike Rank 6, the next at Strike Rank 9 and the last at Strike Rank 12. Once every two combat rounds, the Huorn will forgo its multiple branch strikes and instead go for a single branch slam. The Huorn is also capable to charging forward and trampling its foe under its many thick roots. The Huorn will only attempt this if it is truly angered and becomes filled with blind rage. Weapon

Strike Rank

@

SIZ: The size of a Huorn is dependent upon the species of tree that the creature belongs too. An average SIZ has been given, however this may be increased or decreased depending on the species of tree the Huorn originates from. Conceivably any species of tree can produce a Huorn. Skills: Hide (in Woods and Forest) 100%, Language (understand Westron) 70%, Language (Entish) 100%, Listen 75%, Sense 80%, Spot 85%, Stealth 75%. POWERS Huorn Song: Some Huorns possess the ability to subtly make music by the movement of the breeze

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through their branches. This Huorn song is mystical to listen to and causes one to focus their thoughts far away, forgetting all else. The Huorn’s Song induces a clouding of the victim's mind as though it were a Forgetfulness spell. This spell is treated as though the Huorn is casting it with the spell casting method: Song of Power. Sleeping Song: Some Huorns also possess the ability to subtly make music by the movement of the breeze through their branches. This song is sweet to listen to and causes one to forget their cares and feel a lightness of heart, but a heavy weariness that induces sleep will also accompany that feeling. The Huorn’s Sleeping Song induces sleep as though it were a Slumber spell. This spell is treated as though the Huorn is casting it with the spell casting method: Song of Power. Wrapped in Shadow: Huorns have the ability to literally wrap themselves in shadows. The creature will subtly close its canopy in order to make the shadows cast by the canopy darker and more foreboding. The creature is then able to move in an imperceptible manner and thus sneak up on anyone nearby. In addition, the shadows stifle sound under the canopy, muffling and suppressing it. Any attempt at Perception based skills made under the canopy (or peering into the shadows cast by the canopy) are at a - 40% disadvantage due to the thickness of these shadows.

KRAKEN

The annals of the Wise also tell of a disquieting fact that few know, namely that the Sea Kraken has a fresh water cousin. This creature, like its cousin, is also rare and grows to smaller dimensions of roughly some thirty metres in length from the top of its body to its tentacle tips. Most Fresh-water Kraken, however, are smaller still. The Fresh-water Kraken is found mostly in large deep inland lakes in cooler climates as the fresh water variety prefers the cold water depths. The creature has an evil reputation that is justly deserved. Whereas the Giant Squid is fairly placid by nature towards man, preferring to hunt in the ocean depths and therefore rarely seen by sailors, the Kraken is a different beast altogether and will aggressively attack anything on site it considers a possible meal.

Gamemasters note: when characters

engage a Kraken in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Two versions of the Kraken are given here, one for the Fresh-water Kraken and the other for the Sea Kraken. Both reflect a fully mature adult creature. For smaller, more juvenile Krakens, reduce the STR and SIZ of the creature by 1D6 for every metre decrease in the length of the creature. All Kraken have the same weapons attacks and skills.

FRESH-WATER KRAKEN

These huge, rare, voracious predators are akin to the giant squid, and are a ten-tentacled cephalopod. Often the Giant Squid has been confused by sailors for a small Kraken, but none can mistake a true Kraken when they see one, if they survive the encounter to tell their tale, that is. Kraken have been known to attack ships off the Belfalas coast and near Umbar and there are tails from sailors in both regions that speak of the horrors of encountering such a beast. Whereas an average-sized squid has a body roughly four meters long, with tentacles that can extend up to an additional twenty meters in length, a Kraken is much bigger is size. Sailor’s tails of attacks by Sea Kraken report the creatures’ size at somewhere more around sixty metres from the top of its body to its tentacle tips. The tentacles of the Kraken are also wickedly barbed. Whether this reported size is the imaginings of terrified sailors or a correct assessment of the creatures’ dimensions is always hotly debated by sailors themselves, and many a tavern brawl has begun over such tales. However, few sailors have ever survived an encounter with the creature and returned home to tell their harrowing tale.

Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Tentacle 1 Tentacle 2 Tentacle 3 Tentacle 4 Tentacle 5 Tentacle 6 Tentacle 7 Tentacle 8 Tentacle 9 Tentacle 10 Body

16D6 2D6+6 16D6 4 3D6 2D6+12 Melee 01 02 03 04 05 06 07 08 09 10 11-20

Average 56 13 56 4 10-11 19

MOVE: 10 swim HIT POINTS: 35 Damage Bonus: +6D6 Tres Fact: N/A Points 5/9 5/9 5/9 5/9 5/9 5/9 5/9 5/9 5/9 5/9 5/15

NOTE: armour is the creatures natural thick elastic hide

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Strike Rank

Weapon Beak

#

12 #

Tentacle

3

Percent Damage age 1D10+½db 35% impaling 1D6+db crush 55% + knockback

the Kraken’s mouth; it will suffer a beak attack by the creature. Skills: Hide (in water) 70%, Swim 100%.

LOSRANDIR (Caru)

SEA KRAKEN Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Tentacle 1 Tentacle 2 Tentacle 3 Tentacle 4 Tentacle 5 Tentacle 6 Tentacle 7 Tentacle 8 Tentacle 9 Tentacle 10 Body

46D6 2D6+6 46D6 4 3D6 2D6+12 Melee 01 02 03 04 05 06 07 08 09 10 11-20

Average 161 13 161 4 10-11 19

MOVE: 10 swim HIT POINTS: 87 Damage Bonus: +19D6 Tres Fact: N/A Points 8/22 8/22 8/22 8/22 8/22 8/22 8/22 8/22 8/22 8/22 8/35

Gamemasters note: both the Caru and the

Losrandir are deer species and are included here for gamemasters who may wish to use the species for hunting adventures and with crafting of items (using the creature’s antlers and pelts).

NOTE: armour is the creatures natural thick elastic hide Percent Damage age 1D10+½db # Beak 12 55% impaling 1D6+db # crushing + Tentacle 3 75% knockback # A Kraken can attack up to five different targets simultaneously with its tentacles. The first tentacle successfully striking a target will hold onto it, and when a second connects, the two constrict the target until the target can escape or cut free. Each tentacle remaining around a target will do normal damage each combat round. To escape from a tentacle, a character must make a successful STR vs. STR resistance roll opposed by the Kraken’s STR, or must make a Difficult Effort roll to get a hand free to attack. Attacks against a Kraken while being held by its tentacles are Difficult. Once two tentacles have struck a target, the Kraken will attempt to drag it towards its mouth. A successful STR vs. STR resistance roll opposed by the Kraken’s STR must be made in order to prevent being dragged into the creatures mouth the next combat round. On the combat round the target is at Weapon

Strike Rank

These great deer of the North are relatives of the Caru and are most common in the northern foothills of Numeriador. Mature individuals sport large sets of antlers. Their fur ranges anywhere from black to white, although most are a grayish silver. They are the favoured game of the Lossoth of the North, prized for both their antlers and hides. Their cousins, the Caru, are also a large deer found throughout all of Numeriador and is prized by hunters for its large antlers. Caru prefer the nonforested regions of the area and often travel in gargantuan herds numbering up to as many as twenty thousand strong. They feed on the grasses, moving where their food supply is plentiful. Caru are a favourite among hunters because of the warm furs their pelts provide.

Characteristic Roll STR 2D6+6 CON 3D6 SIZ 3D6+6 INT 4 POW 3D6 DEX 3D6+6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 13-14 10-11 17 4 10-11 7

MOVE: 12 HIT PTS: 13-14 Damage Bonus +1D4 Tres Fact: N/A Points 1/4 1/4 1/6 1/6 1/4 1/4 1/5

NOTE: deer have natural 1pt hides. Weapon Butt

Strike Percentage Damage Rank 2D6+db crush 7 35%

Skills: Hide (in Woods and Forest) 80%, Listen 75%, Sense 80%, Spot 85%, Stealth 55%.

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@

LYNX There are more threats in the cliffs and crags of the North Downs than Orcs and evil Men. Many creatures that walk on four legs, both natural and evil, stalk prey in the hills and fields of the North Downs. In the crags of Nan Amlug, lynx dwell in great numbers. While these mountain cats are mere beasts, with no care for the wars of Men and Orcs, they can still be extremely dangerous. They are able to move about nearly unseen, silently creeping towards their prey, springing upon the unwary with vicious precision. The miners of Othrikar, the dwarfmines of Nan Amlug, must keep a constant vigil as they journey to and from their tunnels. The Lynx is a species that can either prove to be a friend or foe for the Free Peoples. They are a natural species untainted by the Shadow, but as a predator they can prove to be troublesome and dangerous. While the Lynx will generally not attack a fully grown man or elf, children, dwarves and hobbits should be cautious of these creatures, for a hungry Lynx will attack if it feels there is an easy meal on the menu. However, as a species, they have learned a hatred for orc-kind as these creatures are often hunted by the goblins of the mountains. As such, a Lynx is more likely to attack a lone goblin on sight than a child or hobbit. If taken as a young cub, a Lynx can be weaned and tamed as a pet, albeit a rather wild one, and can prove to be a useful support for protection and hunting in lonely lands. The pelt of a Lynx also can be used to make warm furs to stave off the winter cold. Characteristic Roll STR 2D6+6 CON 3D6 SIZ 2D6 INT 5 POW 3D6 DEX 2D6+12 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 13-14 10-11 7 5 10-11 19

MOVE: 12 HIT PTS: 9 Damage Bonus none Tres Fact: N/A Points 1/3 1/3 1/4 1/4 1/3 1/3 1/3

NOTE: Lynx have natural 1pt fury hides. Weapon @

Bite @ Claw @ Ripping

Strike Percentage Damage Rank 1D8+db impale 12 45% 1D6+db bleed 7 70% 2D6+db bleed 1 80%

Lynx get two simultaneous claws and one bite attack each combat round. The bite comes 5 Strike Ranks after the claw attacks. If both claws successfully strike the target, the Lynx will hang on and rip with its hind claws on the next round while continuing to bite, gaining a free attack for its bite that combat round. Skills: Dodge 45%, Hide 80%, Jump 55%, Listen 75%, Sense 80%, Spot 85%, Stealth 75%, Track (by smell) 70%.

MAMMOTH In the frozen Northern Wastes of Middleearth and in and around the Ice Bay of Forocel these huge pachyderms thrive in the cold wastes. The Lossoth call the Mammoths Norsu and respect the strength of these beasts. During the short northern summers the Mammoth provide a good source of meat and hide for the Lossoth and the creatures large tusks are useful in both the construction of their tents and in the shaping of useful items and weapons. Though generally placid, these beasts will become agitated if a person strays too close and an angry Mammoth is a sight to behold, usually from a safe distance. The creatures survive in the frozen wastes by using their tusks to gouge away the snow to reveal the frosty tundra vegetation beneath and gaze until the return of winter. When the days grow short and the nights cold and long, these creatures will migrate southwards to the edge of the tundra where the perma-frost does not cling to the soil, there to scrape through the snow and to graze off the grasses and small shrubs and trees until the return of summer. During the summer they will migrate north to mate and graze, once again returning in the following summer to give birth to their young. Characteristic Roll STR 4D6+24 CON 3D6 SIZ 4D6+24 INT 4 POW 3D6 DEX 2D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 38 10-11 38 4 10-11 7

MOVE: 10 HIT PTS: 25 Damage Bonus +4D6 Tres Fact: N/A Points 8/7 8/7 8/11 8/11 8/7 8/7 8/9

NOTE: Mammoth have natural 8pt leather and hairy hides.

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Weapon @

Gore @ Trample

Strike Percentage Damage Rank 1D8+db impale 8 65% 1D6+db crush 8 75%

@

Instead of goring, a Mammoth may attack with its trunk. The attack chance is the same as the chance to gore but no damage is done. Instead, a character must make a successful STR vs. STR resistance roll opposed by the Mammoth’s STR, or must make a Difficult Effort roll to get a hand free to attack. Failure means that the character is placed in a position to be automatically trampled on the next combat round. Alternatively, the Mammoth may fling the victim away up to twice its damage bonus in metres, doing falling damage. The victim must not be greater than half the Mammoths SIZ for this to happen. Refer to Falling on p.223 in the Spot Rules chapter of the BRP rulebook to resolve falling damage. Skills: Listen 55%, Sense 70%, Spot 65%.

MEARAS In the old north of Middle-earth lived a proud race of wild horses, long-lived, wise and fleet of foot. The legends of Men said that their ancestors had been brought from the West by Béma, their name for the Vala Oromë. One of these was captured as a foal by Léod of the Éothéod. It grew into a strong white horse, but when Léod tried to mount it, it threw him and killed him. Léod's son Eorl took the horse himself, naming him Felaróf. Felaróf was one of the greatest horses to have ever lived, and was said to understand the speech of Men. He carried Eorl when the Éothéod rode south to Rohan, and there sired a race of horses nearly as great as himself. These were the Mearas, noble horses that lived as long as a Man, and had extraordinary strength and intelligence. Throughout their history, they would only allow themselves to be ridden by the Lord of the Mark or his sons. This long tradition was broken by Gandalf, who managed to tame the greatest of the Mearas of his time, Shadowfax, and rode that mighty horse throughout the War of the Ring. Shadowfax was the Lord of the Mearas during the time of the War of the Ring. There are two contradictory accounts of the origins of the Mearas. According to Éomer, they were descended from Felaróf, the great horse of Eorl. On the other hand, there was a popular tale among the Rohirrim that the ancestors of these horses were brought to Middle-earth by Oromë from Aman. However this tale seems to be mere legend.

Gamemasters note: the Mearas are highly

respected by the Rohirrim. It is said by the blond horsemen that the rider does not choose the horse, the horse chooses the rider! Mearas are much more intelligent, faster, and hardier than any other horse. As such they make ideal warhorses if they can be acquired. However, no Rohir will sell such a steed and all will inquire about one he sees that is not in the hands of a Rohir noble. When a Mearas accepts a rider, it will bond with that rider for life. Only death will separate them. Mear are intelligent enough to understand speech, though they cannot speak it. Most Mearas are either white or grey. A Mear will never accept a saddle...ever! Characteristic Roll STR 4D6+18 CON 2D6+8 SIZ 4D6+14 INT 7 POW 3D6 DEX 3D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 32 15 28 7 10-11 10-11

MOVE: 12 HIT PTS: 22 Damage Bonus +3D6 Tres Fact: N/A Points 2/6 2/6 2/10 2/10 2/6 2/6 2/8

NOTE: Mearas have natural 2pt hides. Weapon Bite Kick Rear and Plunge Trample

Strike Percentage Damage Rank 1D3+½db bled 8 55% 1D8+db crush 5 75% 3

75%

2D8+db crush

8

75%

2D6+db crush

Skills: Dodge 55%, Listen 55%, Sense 70%, Spot 55%. POWERS Rulers of Horses: A Mear is a natural leader of horses. All other horses that have not been corrupted defer to the Mear. In battle, all regular warhorses will follow the Mear’s lead, giving their riders a +40% bonus to their rider’s Ride skill when the horse is within 100 metres of the Mear. Unbridled Stamina: A Mear is stronger than normal horses and capable of extended activity and carrying a rider over great distances without need of rest. Any Stamina roll required of a Mear will always be undertaken at Easy difficulty at its CON x5 regardless (even if the optional Weariness Levels or Fatigue Point systems are being used).

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Understand Speech: A Mear is capable of understanding the speech of Elves, Men, Dwarves and Hobbits. They cannot speak, but they will understand fairly rudimentary requests: “We must ride like the wind, time is against us”, “Carry this child to Edoras and then come, find me” etc.

MEWLIP Mewlips are an evil race of cannibalistic spirits said to be akin to Wights. They favour noisome swamps and marshes, endangering anyone nearby. However they may be found in caves as well, an icy chill and fog indicating their presence. Like Wights, Mewlips possess a semicorporal body that can be physically destroyed. Unlike the Wight, which inhabits the bones or remains of the deceased, a Mewlip can form its own body in order to anchor it to the physical realm. Mewlips also possess the capability to inhabit the body of a deceased person or animal, however this trick is only known to occur when a person or animal has drowned in a swamp inhabited by the Mewlip and the body never recovered. In such a case, the Mewlip will animate the bloated corpse until the body is destroyed. Once killed however, that can prove profitable, since they are hoarding beasts. Mewlips are seldom found alone, however, and will gather together in small groups. If a Mewlip is encountered alone, there is a good chance that others will be nearby. Their favoured trick is to lurk within the murky waters of marshes and swamps and will lunge up from below to grab the unweary and drag them in to the murky depths, drowning them. Both man and beats are equally endangered in this manner.

Gamemaster note: Mewlips rarely wonder

far from swamplands, marshes and estuaries. They will only be found in caves if that cave is located near a swamp or marshland area. However, if such a cave is present, it will be the home for the Mewlips that infest the area, and the place wherer they horde their wealth. Mewlips are not affected by sunlight as Barrow-wights are. This is due to the fact that they can create a physical body to inhabit, thus creating a permanent tie to the physical world, as long as the Mewlips body remains intact. If a Mewlip inhabits the body of a drowned victim, either animal or human, the creature will remain tied to that body until the body rots and falls apart or is otherwise destroyed. Given that the creature inhabits watery bogs and swamplands, this process of decay can take days to several months to occur. At that time the Mewlip will depart from the physical realm but will be bound to the area as a Fell Spirit.

It will then form a new body for itself and return by the next cycle of the Moon. If, however, a Mewlips created body (its true body and not an animated drowned corpse) is killed the creatures body will evaporate into a mist then dissipate, and the Mewlips spirit will be cast out of Eä into the void forever. For this reason, Mewlips prefer to ambush a victim and drown it so that it can inhabit the bloated corpse. A process that will take several days to occur, and coincides with the time that the bloated body floats to the surface of the swamp. The statistics given below are for the Mewlip’s true bodily form. If, however, a bloated corpse is being possessed by the Mewlip, the characteristics (in life) of the creature or person who was the former owner of that body will be the statistics Gamemaster’s should use for the Mewlip. The only exception is that the Mewlip’s POW will be that as shown below, ie 4D6+6. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Average @

POW @ POW 2D6+6 2D6+6 4D6+6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

20 20 13 13 20 10-11

MOVE: 10 HIT PTS: 16-17 Damage Bonus +1D6 Tres Fact: 100 Points 5*/6** 5*/6** 5*/6** 5*/8** 5*/5** 5*/5** 5*/6**

NOTE: Mewlips have 5pt armour when in their natural body but lose this when they possess a bloated corpse. Weapon Bite Claw

Strike Percentage Damage Rank 1D6+½db bleed 9 70% +poison 1D8+db bleed 7 60%

A Mewlip can attack with two claws and a bite in a single combat round. @ A Mewlips STR and CON are equal to its POW. * A Mewlip possessing a bloated corpse will “wear” the armour of the creature or body being possessed, whether that armour was natural or worn by the previous owner. ** Due to the undead nature of the Mewlip, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie

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half rolled damage). Only magic and magical weapons will do full damage to a Mewlip.

MORROVAL

Skills: Listen 85%, Stealth 85%, Spot 70%, Sorcery 100%, Tracking 70% POWERS Magic Spells: Evoke Fear, Fog-raising, Forgetfulness, Holding-spell, Misdirection, Spellbinding, Shadow of Fear, and Veiling Shadow. Mewlip’s do not make Stamina rolls after casting spells. Overwhelming Presence: The presence of a Mewlip is frightening. When a Mewlip is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -20% penalty to their resistance roll attempt. Poison: a Mewlip’s bite possesses a lethal poison with a potency POT equal to the Mewlip’s POW. The poison will take effect within 5 combat rounds of being bitten. Refer to Poison on p.229 of Spot Rules in the BRP rulebook. The victim will have cold chills, violent shaking and nightmarish dreams for up to a week after the poison takes effect. The favoured trick of the Mewlip is to lunge from the murky depths and grab a victim, biting them as they drag the victim into the water. If they fail to drown the victim, and the prey escapes, they will track it down once the poison takes effect and then drag the helpless victim into the water to drown them there. Stench of Decay: Mewlips exude a foul stench reminiscent of rotting flesh and swamp gas (methane). Those who come within 10 metres of the creature must succeed in a Difficult Stamina roll or suffer a -20% penalty to all skill rolls, including combat skills. This penalty remains for as long as they remain in the area of the creature’s stench. The Stamina roll must be undertaken every time a character re-enters the area of the creature’s stench. Undead Stamina: Mewlips need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Mewlips do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason.

In the First Age of the Sun, in Angband, there were many creatures bred and twisted by darkness. Amongst these creatures where the Vampires, the bat winged messengers of Morgoth, who where all but destroyed at the fall of Beleriand. In later Ages, the Dark Lord Sauron attempted to rebreed from the surviving Vampires a new race of these abominations. The results were not as hopped for but he did succeed in creating a new race of creatures with which to make war upon Middle-earth. These new monsters where the Merrevail. A Morroval, in appearance, is something of a cross between a bat and a mortal woman, but if the blood of Man ever ran within its veins, it has become utterly corrupt and evil. These creatures are not mere beasts, acting strictly upon instinct. They are instead cunning and skilful in the use of arms and carry wickedly cruel looking daggers and have sharp claws and feet. It is rumoured that they may have powers beyond the mundane as well. The Merrevail dwell mostly in the ruined realm of Angmar, where they were first bred. Some however now act as messengers between Mordor, Dol Guldur and Angmar in service to the Iron Crown, the Steward of Dol Guldur and the Lidless Eye. The Morroval roost like bats within especially constructed lattices mounted into the cliffs and citadel walls of Angmar and Mordor. They patrol the night skies of these realms looking for intruders and swoop down to attack the unweary. They hate the sunlight and will be mostly inactive during daylight hours. Come nightfall however, and they take to wing seeking blood and meat to feast upon and spying out their homelands looking for intruders. It is very rare for a Morroval to be seen outside of the realms of either Angmar or Mordor for the Morroval will only journey beyond their lands when acting as messengers.

Gamemaster note: Morroval are essentially cowardly creatures and will only attack if in a superior numerical advantage or they feel that they have the element of surprise. They are however aggressive predators and will attack without fear if hunger so drives them. If the encounter goes ill for them however, they will attempt to escape by flying away from danger. Morroval are also used as assassins. All Morroval suffer a -40% penalty to all skills when in direct sunlight. Heavy shade or thick cloud cover will negate this penalty.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Claw Left Claw Abdomen Chest Right Wing Left Wing Head

3D6 3D6 2D6+6 2D6+3 3D6 5D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 10-11 13-14 10 10-11 17-18

MOVE: 10/12 fly HP: 12-13 Damage Bonus: -1D4 Tres Fact: 10 Points 1/5 1/5 1/5 1/6 1/4 1/4 1/5

NOTE: Morroval posses 1pt natural hide and generally dress in rags, however some very powerful Morroval and those sent as messengers may wear leather armour. Morroval generally do not wear any armour that would prevent them from flying. Strike Rank

Weapon Bite

9

Claw Foot Gouge

7 5

Dagger

10

Percent Damage age 1D6+½db bleed 70% + poison 75% 1D8+db bleed 55% 1D8+2+db bleed 1D4+1+db 75% impaling

Note: Morroval can wield a dagger in each hand and therefore get a minimum of two attacks each combat round. If they are not carrying their daggers, they can attack with each of their clawed hands. Alternatively they can attack with two foot gouges per combat round by jumping in the air and hovering for that combat round. If they attack with their clawed hands, and both claws hit the same target, then in the next combat round they will hold on with both their claws, doing automatic damage, and make a bite attack. Skills: Darkvision 80%, Grapple 55%, Language (Blackspeach) 80%, Language (Westron) 80%, Listen 55%, Sense 50%, Spot 85%, Track 75%. POWERS Blood Frenzy: Morroval will become frenzied with hunger if a Special attack success against a foe causes bleeding damage. If bleeding damage is scored against a foe, all Morroval engaged in the combat, or in sight of the bleeding wound, will become frenzied. Their chance to hit instantly increases by half their normal attack chance. Thus a 75% chance to hit with a claw will increase by +38% for a total of 113% for the duration of the combat. The creature will be so frenzied with

bloodlust that it will ignore any chance to parry or dodge, however if its life becomes endangered, it will attempt to flee the combat by flying away. Once the foe is killed, the Morroval that killed the foe, or all frenzied Morroval if combat has ended, will tear into the downed foe in a horrid feeding frenzy (not a pretty sight!). Poison: a Morroval’s bite contains a powerful anticoagulant that will prevent blood clotting for a full turn (25 combat rounds). Should a Morroval succeed in scoring damage to hit points from its bite, the foe will begin bleeding profusely losing 1 hit point per combat round for a total of 25 combat rounds. This will drive the Morroval into a Blood Frenzy (see above). Even in combat the creature will try to lick the blood off the victim and will attempt to take additional bites at their foe. Any successful First Aid skill roll or the application of a healing potion or a healing spell will instantly staunch the flow of blood loss, stopping the additional 1 hit point loss per combat round as the result of this poison.

NEEKERBREEKERS (Norbog) Deep in the heart of the Midgewater Marshes lived a colony of creatures that seemed to be of cricket-kind. As Strider led the Hobbits through the Marshes, they never encountered one of these creatures, but the night air was full of the incessant neek, breek sounds they made. From these sounds, Sam coined a name for them: the Neekerbreekers. Throughout Middle-earth there are many forms of insect; some mere annoyances, others more dangerous, and some that are a mystery that are rarely, if ever, seen. Neekerbreekers once fell into the last category. For ages, they were merely a distracting noise in the heart of the Midgewater Marshes, but recently a shadow has passed through Bree-land, and they have become more aggressive and begun to swarm. Neekerbreekers have now been seen in many different varieties and can be found across Eriador, albeit known by different names: the relatively placid and still elusive Neekerbreeker resides in the marshes of Bree-land, while the fiercer Norbog populates the crags of the Ered Luin and elsewhere.

Gamemaster note: These little rotters can be a real pain. Generally, on their own they don’t pose too much of a problem. But they have a habit of swarming in large numbers and can eat their way through an entire wheat field in just a few hours. In addition, when they are threatened they can burrow into the ground and cover themselves within a single

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combat round. This can make it rather heard to kill the little blighters because they just go to ground and won’t come back to the surface until they feel that any ground vibrations nearby their little dugout has ceased. Savvy player characters can use this to their advantage however. The Norbog, of which the Neekerbreekers are a sub-species, have been known to become very aggressive when in swarms. It is not known if the more elusive Neekerbreekers behave similarly. The statistics below are for the more common varieties of Norbog (including the Neekerbreekers) however there are larger varieties of this species that have 2D6 STR and CON and grow to 1D6+1 SIZ.

Characteristic Roll

Average

STR 1D6 4 CON 1D6 4 SIZ 1D3+1 2 POW 1D6 4 DEX 3D6 10-11 Hit Location Melee Right Hind Leg 01 Left Hind Leg 02 R. Centre Leg 03 L. Centre Leg 04 Abdomen 05-08 Thorax 09-10 Right Fore Leg 11 Left Fore Leg 12 Right Wing 13-14 Left Wing 15-16 Head 17-20

MOVE: 8/12 fly HIT PTS: 3 Damage Bonus none@ Tres Fact: N/A Points 3/1 3/1 3/1 3/1 3/2 3/2 3/1 3/1 3/1 3/1 3/1

NOTE: Norbog have a very thick carapace that gives them 3pt of armour. Weapon Bite Head Horn

Strike Percentage Damage Rank 1D6+1 bleed 8 35% 1D8+1 impale 9 30%

A Norbog can attack once pre round with either its pincer bite or attack with its sharp horn on its head Some sub-species varieties of Norbog do not possess the head horn. @ A Norbog’s Damage Bonus is -1D6, however the creature’s attacks do not factor this reduction when calculating damage. This is deliberate as the insect would do negligible damage if its damage bonus was added to the attack. Gamemasters should feel free to add this back into the creatures attack, but hey, everyone deserves a chance in life and the Norbog’s are no less deserving! Skills: Listen 55%, Spot 45%, Track 40%

POWERS Swarm: The Norbog are capable of swarming. When a swarm occurs, gamemasters should completely ignore the statistics given for the Norbog above and instead use the Insect Swarm creature description and rules on pp 336-337 of the BRP rulebook. When a swarm occurs is up to the gamemaster. A savvy gamemaster may choose, for example, to allow the characters to kill several Norbog that have been threatening to devour the local township’s wheat crop. Just when the characters think that ridding the town of the Norbog threat is going to be a piece of cake, the gamemaster then inflicts on the characters a swam event. Rather than being ‘stung’ as described in the BRP rulebook, the characters would be bitten or hit by the Norbog’s horn as they swarm around the characters.

OLIPHAUNTS (Mumakil) Oliphaunts are gigantic, dark-grey beasts from the jungles of far-southern Middle-earth. They resemble multiple tusked elephants of huge size and are clearly related to the elephants found in the savannas of Harad and the jungles of eastern Middle-earth. These monsters are also known as Mûmakil (sing. Mûmak) by the Haradrim. The term Oliphaunt comes from the Westron tongue. Oliphaunts came from Southern Harad, in the far south of Middle-earth. The Haradrim used Oliphaunts in battle and put towers (called ‘howdah’) on their backs to carry the Haradrim. The tusk of an Oliphaunt is deadly in combat, however their trunk can be even worse, for with it the Oliphaunt is capable of tearing trees up by their roots, seize men or beast, horse and rider, and hurl them great distances. The creatures hide is nearly impervious to arrows, spears and swords. The creature can use its massive bulk to level all but the strongest stone structures. Oliphaunts were once plentiful in central and southern Harad, particularly in Haradwaith. However, as men spread across the land, the forests that were home to the Oliphaunts were felled, and they became more and more rare. By the Third Age, virtually no Oliphaunts were left in the wild, though they are still kept as domesticated creatures in the southern lands, Harad in particular. In Haradwaith, Oliphaunts are used both as beasts of burden and as weapons of war. They help speed construction projects – one Oliphaunt can haul more stones in a single day than a hundred slaves in a week – and move goods from city to city. In battle Oliphaunts often have wooden war towers strapped to their backs, from which the soldiers of Harad can

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fire arrows even as the Oliphaunt tramples its foes beneath its mighty feet. The oliphaunt’s handler rides upon the creature’s neck, using simple verbal commands to direct its actions. Wild Oliphaunts dwell in warm climates where open plains meet forests and jungles. Few now exist in the wild, except in hard-to-reach areas of the Haradwaith hinterlands. In captivity they live in large pens, typically maintained on the outskirts of southern settlements. Both wild and domesticated Oliphaunts form tight-knit family units. Females typically only give birth to one calf every other mating season, but they may give birth three of four times before the eldest calf is mature. The adult male and females will defend their young to the death. Very rarely two family units have joined together into a single heard for a short time. Typically this only occurs if the mature male of the second family group is the offspring of the first family group and the need to tend to a large number of juveniles is present. Maternal instincts take over within the extended family until such a time as all juveniles are able to fend for themselves. It has also been know for orphaned Oliphaunts to be adopted and cared for by herds that encounter the orphaned Oliphaunt. Characteristic Roll STR 20D6 CON 3D6+12 SIZ 20D6 INT 4 POW 3D6 DEX 2D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 70 32 70 4 10-11 7

combat round. Alternatively, the Mûmak may fling the victim away up to ten times its damage bonus in metres, doing falling damage. The victim must not be greater than half the Mûmak’s SIZ for this to happen. Refer to Falling on p.223 in the Spot Rules chapter of the BRP rulebook to resolve falling damage. A Mûmak can lift with its trunk an object in SIZ that is up to half the Mûmak’s SIZ. #

A Mûmak tusk swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Listen 55%, Sense 55%, Spot 70%. POWERS

Uncontollable: If a Mûmak looses half of its hit points the creature will panic due to the pain and become uncontrollable. The creature will turn and run, not avoiding any obstacle (man, beast or structure) that is smaller than it. It will thus trample anything underfoot as it flees the conflict and the one who caused it its wounds. If the creature is part of a herd or war squadron and that herd or war squadron loose two thirds of their number during a single combat event (ie a single battle), each remaining Mûmak must pass a Luck roll or panic and become uncontrollable.

MOVE: 10 HIT PTS: 51 Damage Bonus +8D6 Tres Fact: N/A Points 10/13 10/13 10/21 10/21 10/13 10/13 10/17

NOTE: Oliphaunts have natural 10pt leathery skin. Weapon @

Gore @ Trample # Tusk Swipe

Strike Percentage Damage Rank 2D8+db impale 3 85% 1D6+db crush 5 75% 5D6+½db crsh 9 50%

@

Instead of goring, a Mûmak may attack with its trunk. The attack chance is the same as the chance to gore but no damage is done. Instead, a character must make a successful STR vs. STR resistance roll opposed by the Mûmak’s STR, or must make a Difficult Effort roll to get a hand free to attack. Failure means that the character is placed in a position to be automatically trampled on the next e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Creatures- page.45


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ORCS In the First Age, Morgoth ensnared and imprisoned many Elves. These poor souls were slowly tortured and corrupted, enslaved to the Dark Ones will. Thus the race of Orcs came to be, made in mockery of the Elves and forever-after their bitterest enemies. But the Orcs also loathed the Master they served in fear, hating him for inflicting upon them such unending misery. Morgorh used Orcs as soldiers, sending them in great numbers against the armies of the Eldar. He continued to breed them in his stronghold in Angband, continually replacing the fallen with more and more of the hateful creatures, until the Elves were overwhelmed. Many Orcs were slain at the end of the First Age. The remainder fled into the mountains and forests of Middle-earth, where they slowly developed into separate tribes and breeds. In the Second Age, Orcs came under the dominion of Sauron. By the power of these vast armies, the servant of Morgoth quickly became the Dark Lord of Middle-earth. The defeats Sauron suffered at the end of the age, however, were caused in part by the innate untrustworthiness of the Orcs, and so he resolved to improve the breed. The Orcs of the early Third Age were located primarily in the Grey Mountains and Misty Mountains, where their main stronghold was Gundabad. Within the mountains they carved massive complexes of tunnels and caverns, for though the Orcs cannot create things of beauty, they are skilled with their hands. They became as adept at mining as the Dwarves. Other Orcs, especially those tribes that lived in the forest of Mirkwood, came into the service of the Necromancer of Dol GuIdur. In TA 2480, after the Dwarves were expelled from Moria, Orcs settled in the great vaults and halls of the Dwarrowdelf. The Dwarves could not abide such foul creatures living in their ancestral home, and a series of expeditions to retake Moria followed. All were ill-fated. Over 750 years later, in TA 2747, the Goblin Golfimbul led an invasion into the Shire. At the Battle of Greenfields, the Hobbit Bandobras Took slew Golfimbul, knocking his head clean off into a rabbit hole, and routed his forces (also coincidently creating the Hobbit game of “golf”). In the Battle of the Five Armies, Bolg son of Azog commanded a great host of Orcs and Wargs that was defeated by the combined might of Men, Elves, and Dwarves. Three parts of the Orcs of the North perished in that battle, curtailing Orc-depredations in that part of the world for several decades. At the end of the Third Age, prior to the War of the Ring, the Orcs again rose in great numbers. In addition to serving Sauron, Saruman the White gathered a tribe of these foul creatures to Isengard.

There they used their skills as smiths to craft weapons of siege and war for the coming conflict with Rohan. Orcs have tough, leathery or scaly skin, blackish or greenish in colour. Their noses, flat and keen, allow them to track by scent. Their blood is black, and the nails on their hands are a strong as claws. They have great endurance and can run swiftly for long distances if they must. But most are lazy, preferring the easiest method of accomplishing any task. Orcs despise the sun and its painfully bright light, but their eyes can see as well at night or in dark tunnels as Men can in the light. Their eye colour tends towards blood red or bright yellow pupils that almost seem to glow in the dark. Just like a cat’s eyes, Orc eyes reflect any light shone into them. After the First Age, the race of Orcs diverged into a number of different breeds. In the mountains, particularly in the North – including their strongholds at Gundabad and Mount Gram-Orcs tend to be taller and stronger, though not so much as Uruks on either count. Orcs from more southerly regions and from Mordor tend to be shorter and broader, with crooklegs and longer arms. Orcs favour the scimitar as a weapon, though they use other swords and daggers – sometimes in saw-toothed varieties – as well. Their weapon blades are black and often poisoned. Larger Orcs sometimes prefer spears and axes. Orc-arrows are short and black with black fletching. Orcs wear heavy and clumsy Orc-chainmail or laminar armour, or they wear armour scavenged together from those they have killed. Orkish skin is tough and leathery and so offers some natural protection against the weapons of their foes.

Gamemaster note: The various Orkish races differ a bit from the other creatures in this chapter, as they are a proper race that can be played as player characters if the gamemaster wishes to run a campaign where the characters are all creatures of the Shadow. Orcs of many breeds infest Middle-earth with their corruption but each of the following statistic blocks describes a typical example of the main four breeds. Each block should be considered as a starting template. Orc-Chieftains, Captains, Trackers, Champions, Shamans, Sorcerers, Necromancers, skilled Warriors and so forth are more advanced than their standard and more common brethren. The statistics below are for the raw recruits that can be found amongst the Orc tribes, representing those Orcs who have just reached adulthood. If gamemasters wish to reflect the regional differences between individual tribes of Orcs or Goblins, they should use the templates below and modify them as they see necessary to fit the descriptions of Orcs belonging to the various tribes scattered across Middle-earth.

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Racial Traits: All Orcs share the following racial traits in common. Whether being played by player characters or used as creatures, Orcs gain access to the following innate abilities. Curse of Daylight: All Orcs and Goblins, when outdoors in bright sunlight, suffer a -20% penalty to all perception based skills. This is generally the reason why Orcs sleep during daylight hours, although they need rest only once every three days. In most darkness outdoors and in dimly lit tunnels Orcs can see 15 meters perfectly and fairly well up to 30 meters. In absolute darkness, they can see up to 3 meters. The Uruk-hai and Half-orcs are not adversely effected by daylight and do not suffer a penalty to their perception based skills. Hard March: All Orcs, including goblins, have great endurance and can run swiftly for long distances if they must. Orcs can maintain a forced run or march for many hours before requiring a breather. As such they do not suffer Fatigue Point loss (if this optional rule is being used) or lose Weariness Levels (if this optional rule is being used) when running/marching anytime under two hours duration. If they continue to run/march, for every hour after the first two hours of running/marching, they will lose 1 Weariness Level or 1 Fatigue Point per hour, depending upon which optional system is being used. Untrustworthy: Orcs, including goblins, trust none but themselves. They fear and respect power only and thus will follow only the most powerful of their kind, even though they will despise that leader, hating him and would stick a knife in his back if the chance arose. Only the Uruk-hai have an innate loyalty to one another, a sense of camaraderie that only a band of warriors can have, but they look down upon and despise the lesser Orcs, viewing them as weaker and worthy only for menial tasks and as arrow-fodder in times of war.

COMMON ORC (Yrch, sing. Orch) This is the standard and original breed of Orc, twisted and tormented by the Dark Powers into the wretched race it remains today. They hate all things of beauty and have a deep and abiding hatred for Elves most of all. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6+3 3D6 2D6+4 3D6 3D6 3D6+3 1D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 13-14 10-11 11 10-11 10-11 13-14 3-4

MOVE: 10 HIT POINTS: 11 Damage Bonus +1D4 Tres Fact: 12

Points # 2 /5 # 2 /5 # 2 /5 # 2 /6 # 2 /4 # 2 /4 # 2 /5

NOTE: armour points shown are for natural armour and do not take into account any other armour worn. Weapon Orc Comp. Bow Orc Arrow Scimitar Spear (1H) Orc Dagger

Strike Percentage Damage Rank 1D8+1+½db* 3 25% impale +1* impale + poison 1D8+1+db bleed 8 45% 1D6+1+db imp 5 35% 1D4+db impale 8 45%

#

All Orcs possess natural leathery 2-point skin. They also wear any armour they can get their hands on but usually wear composite armour similar in fashion to chain or ring mail. They will wear any decent armour scavenged from foes. They often carry medium sized shields as well. * Orkish darts, bolts and arrows are of cruel design and purposed to cause as much harm as possible. In addition, they are often smeared with poison. Add the arrow damage bonus (ie +1 damage) to the ranged weapon damage to determine the full damage done by the weapon. For example, an Orc composite bow will do 1D8+1 damage with any standard arrow, however, if an Orc arrow is fired from the bow, the damage will become 1D8+2. Orkish darts, bolts and arrows will usually have a poison potency (POT) of 2D6. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Creatures- page.47


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Skills: Appraise 50%, Brawl 50%, Craft (blacksmithing) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Knowledge (Orkish) 75%, Language (Blackspeech) 80%, Language (Westron) 70%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Sorcery 60% (Orc Sorcerers only), Status 35%, Throw 35%.

COMMON GOBLIN Goblins are the most diminutive breed of Orc but are deadly in large numbers. Goblins tend to shuffle and hop along rather then walk. They are generally green skinned and have bright yellow eyes.

POWERS

Characteristic Roll

Magic: Generally only Orc Shamans, Sorcerers or Necromancers know any spells but very experienced orcs may learn any spells from any Spell Speciality except Secret Fire.

STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6 3D6 3D6 3D6+3 1D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 10-11 7 10-11 10-11 13-14 3-4

MOVE: 9 HIT POINTS: 9 Damage Bonus none Tres Fact: 12

Points # 2 /3 # 2 /3 # 2 /3 # 2 /4 # 2 /3 # 2 /3 # 2 /3

NOTE: armour points shown are for natural armour and do not take into account any other armour worn. Weapon Orc Comp. Bow Orc Arrow Scimitar Spear (1H) Orc Dagger

Strike Percentage Damage Rank 1D8+1+½db* 3 25% impale +1* impale + poison 1D8+1+db bleed 8 45% 1D6+1+db imp 5 35% 1D4+db impale 8 45%

#

All Goblins possess natural leathery 2-point skin. They also wear any armour they can get their hands on but usually wear composite armour similar in fashion to chain or ring mail. They will wear any decent armour scavenged from foes. They often carry small and medium sized shields as well. * Orkish darts, bolts and arrows are of cruel design and purposed to cause as much harm as possible. In addition, they are often smeared with poison. Add the arrow damage bonus (ie +1 damage) to the ranged weapon damage to determine the full damage done by the weapon. For example, an Orc composite bow will do 1D8+1 damage with any standard arrow, however, if an Orc arrow is fired from the bow, the damage will become 1D8+2. Orkish darts, bolts and arrows will usually have a poison potency (POT) of 2D6.

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Skills: Appraise 50%, Brawl 50%, Craft (blacksmithing) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Knowledge (Orkish) 55%, Language (Blackspeech) 80%, Language (Westron) 70%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Sorcery 60% (Goblin Sorcerers only), Status 35%, Throw 35%. POWERS Magic: Generally only Goblin Shamans, Sorcerers or Necromancers know any spells but very experienced orcs may learn any spells from any Spell Speciality except Secret Fire.

URUK-HAI (sing. Uruk) The Uruk-hai differ from normal or lesser Orcs in the following ways: they stand 5-6 feet tall; they have a more “human” appearance, despite their Orkish cat-like eyes, fang-teeth, and black/grey hides; they have longer, stronger, and straighter legs; they are intelligent and cunning; and despite their preference for darkness, they operate freely and without penalty in daylight. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6+6 3D6+3 3D6+3 2D6+6 3D6 3D6+3 1D6+1 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 16-17 13-14 13-14 13 10-11 13-14 4-5

MOVE: 10 HIT POINTS: 14 Damage Bonus +1D4 Tres Fact: 14

Points # 2 /5 # 2 /5 # 2 /5 # 2 /6 # 2 /4 # 2 /4 # 2 /5

NOTE: armour points shown are for natural armour and do not take into account any other armour worn. Weapon Orc Comp. Bow Orc Arrow Scimitar Spear (1H) Orc Dagger

Strike Percentage Damage Rank 1D8+1+½db* 3 45% impale +1* impale + poison 1D8+1+db bleed 8 50% 1D6+1+db imp 5 45% 1D4+db impale 8 55%

#

All Uruk’s posses natural leathery 2-point skin. They also wear any armour they can get their hands on but usually wear composite armour similar in fashion to chain or ring mail. They will wear any decent armour scavenged from foes. They often carry small and medium sized shields as well. * Orkish darts, bolts and arrows are of cruel design and purposed to cause as much harm as possible. In addition, they are often smeared with poison. Add the arrow damage bonus (ie +1 damage) to the ranged weapon damage to determine the full damage done by the weapon. For example, an Orc composite bow will do 1D8+1 damage with any standard arrow, however, if an Orc arrow is fired from the bow, the damage will become 1D8+2. Orkish darts, bolts and e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Creatures- page.49


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arrows will usually have a poison potency (POT) of 2D6.

HALF-ORC

Skills: Appraise 50%, Brawl 50%, Craft (blacksmithing) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Knowledge (Orkish) 75%, Language (Blackspeech) 80%, Language (Westron) 70%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Sorcery 60% (Uruk Sorcerers only), Status 35%, Throw 35%.

There are few tales more frightening in all of Eriador than those of the Orcs and Goblins that strike from the shadows against the Free Peoples of Middle-earth. Many believe these are simply tales of fancy, spun by storytellers to keep children safely within their homes at night for fear of being gobbled up in the darkness. Those who have travelled to distant lands do not dismiss such tales, however, for Orcs and their cruel deeds are not the stuff of children's tales; they are all too real, and recent news from places north and east tell of vast armies of these horrifying creatures preparing once again for an assault on the good people of the land. Even more disturbing, however, are rumours of the Half-orcs: creatures with the blood of both Man and Orc, capable of walking nearly unnoticed among the Free Peoples, looking like a Man of the South, with features that only hint at their monstrous blood. In addition, these half-breeds can travel in full sunlight with no ill effects. It is said that these Halforcs are within the borders of Eriador even now, living amongst the folk of Bree-land and even wandering in the peaceful Shire. The origin of the Half-orc is not clear, but thankfully they are few in number. Some surmise that they are the result of experimentation by Saruman the White. Though none can say why a Wizard of the great order that includes Gandalf the Grey and Radagast the Brown would turn to such vile pursuits. Others believe Half-orcs have an ancient origin, and have been living throughout Middle-earth since days long past. Half-orcs are particularly effective as spies in Eriador, as Saruman’s Half-orcs have Dunlending blood and the Half-orcs of Angmar hale from Hillman stock. As such, some of these foul breed are capable of blending into these societies, living and working in and around the townships and villages of Eriador. Few suspect their allegiance is to the Dark Powers and their mission is to spy on the Free Peoples around them, with whom they live and work, helping to plot their downfall. Half-orcs are akin to Urul-hai, but look more like dark skinned men. With those that blend into Mannish societies, their skin pigmentation and their eyes are the only external features that may alert the wary to the creature’s true origin. These and the fact that their blood is black, betraying their true parentage.

POWERS Magic: Generally only Uruk-hai Shamans, Sorcerers or Necromancers know any spells but very experienced orcs may learn any spells from any Spell Speciality except Secret Fire.

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Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+6 2D6+6 3D6 3D6+3 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 10-11 13 13 10-11 13-14 7

MOVE: 10 HIT POINTS: 12 Damage Bonus none Tres Fact: 15

Points # 1 /4 # 1 /4 # 1 /4 # 1 /5 # 1 /3 # 1 /3 # 1 /4

Scimitar Orc Dagger

The background details below are included for gamemasters and players who wish to run a Middle-earth Basic Roleplaying Game where the characters are Orcs. Unlike other fantasy role playing game worlds the Orcs of Middle-earth are creatures under the sway of the Shadow and thus would never be found with characters belonging to the Free Peoples (unless they were Half-orc spies). They could, however, be found associated with men of the fallen cultures who are also under the sway of the Shadow.

SOCIETY

NOTE: armour points shown are for natural armour and do not take into account any other armour worn. Weapon

ORC PLAYER CHARACTERS

Strike Percentage Damage Rank 1D8+1+db bleed 8 50% 1D4+db impale 8 55% +poison

#

All Half-orcs posses natural leathery 1-point skin. They also wear any armour they can get their hands on but usually wear leather armour in keeping with their task of being a spy and assassin. They will wear any decent armour scavenged from foes. * Half-orc daggers are of cruel design and purposed to cause as much harm as possible. In addition, they are often smeared with poison of potency (POT) of 2D6. Skills: Appraise 50%, Brawl 50%, Darkvision 40%, Dodge 40%, Grapple 45%, Hide 50%, Knowledge (Mannish cultures) 55%, Knowledge (Orkish) 55%, Language (Blackspeech) 80%, Language (Westron) 80%, Listen 45%, Lock Pick 55%, Pick Pockets 45%, Stealth 55%, Spot 45%, Sorcery 60% (Sorcerers only), Status 45%, Throw 35%, Trap Set/Disarm 35%. POWERS Magic: Generally only Shamans, Sorcerers or Necromancers know any spells but very experienced Half-orcs may learn any spells from any Spell Speciality except Secret Fire.

Orkish society varies from region to region within Middle-earth, based on how much autonomy the Orcs possess within their region. At its heart, Orkish society is clan based, with clans linked together into a tribe. Each clan is lead by an Orc Chieftain with a High Chieftain over the whole tribe. The clans are only as strong as their chieftains and so the role of leader will only go to the strongest, most ruthless Orc within each clan. From the clan chieftains a High Chieftain for the tribe will be chosen. Just how a single leader can be chosen from a group of such ruthless, backstabbing brutes is often quite comical to observe, but bloodshed is usually associated with the process. Each chieftain of a clan will gather around himself a bodyguard of his most trusted warriors. In exchange for services as a bodyguard, these Orcs enjoy the best of the food, plunder and spoils that the tribe possesses. They act as the Chieftains lieutenants during periods of conflict, and they gain access to the clan’s retinue of female orcs, a process by which ensures that only the strongest of the clans Orcs sire offspring. The downside of this to the Chieftain is that he must always watch his back for fear that one of his closest associates will attempt to drive a dagger into it. Needless to say, the tenure of a Chieftain is generally only a few years before they are forced to abdicate due to their untimely death. The Orcs of Mordor and Dol Guldur differ from the clan based Orcs as they are organised together under a strict military hierarchy, with sergeants, lieutenants, and captains appointed by the most powerful of the Enemies servants, the Ringwraiths. The Orcs of the Misty Mountains, though influenced by the Shadow, are far more independent than their kin in Mordor, as these Orcs are ruled over by a tyrannical Goblin-king, who maintains control with an iron fist. The Orcs of Angmar remain mostly within their own tribes and come together only in times of war, and then only grudgingly under the steel boot of the Witch-kind of Angmar. The Orcs of Carn Dûm in the Realm of

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Angmar, however, are like their brethren in Dol Guldur and Mordor, organised into a strict military standing army. Orc leaders within the more militaristic society groups (Mordor, Carn Dûm and Dol Guldur) are less likely to be removed from office by a usurper due to the fact that the commandersin-chief of these regions and citadels are the Ringwraiths. Appointments to positions of authority in these societies come only through loyalty and obedience to the Ringwraiths as well as through showing military prowess. Stabbing an Orc leader in the back will only see the offender flayed alive and hung on the walls of the nearest citadel for the Crebain to feast upon. Orkish society is brutal, violent and without love. Orcs grow up learning to fend for themselves and learning to hate all that is beautiful in Arda. Their lives are an endless misery with the only joy and release they receive being through death, either by inflicting or receiving it. Each tribe will posses its own subtly different version of Blackspeech, making it difficult to understand Orcs from another tribe or region. Orcs from different tribes or regions will often converse through speaking Westron, the common language of Middle-earth. Any listener with a Lore skill in Orkish can attempt to determine where an Orc comes from by listening to the inflections of their accent. A successful roll in Lore: Orkish will either identify the tribe or the region from which the Orc hales. Amongst Orcs there is a simple rule of thumb: “the biggest fists win!” Orkish society has nothing of beauty and produces only functionality in its design. Fear and power are the two key drivers within its social order and life is usually short and heavily burdened.

PHYSICAL CHARACTER Build: Heavy or stocky with regional variations from short legs and long thin arms to proportionally normal legs and arms, especially amongst Urukhai. Teeth are fanged. Weight average for Orcs is 75kg (165 pounds) for males, less for females. Uruk-hai weight average is 100kg (220lb). Goblins males average 65kg (143lb), females weigh less. Orcs often have disfiguring scars. Colouring: Skin colour can be grey, dark-grey, green, black or brown. Eye colour variable, yellow, red, brown, black, green or any variation thereof. Endurance: Tremendous, see Hard March racial trait above. Height: Orcs average 1.70m (5’6”), Goblins 1.50m (4’9”), and Uruk-hai 1.85m (6’1”). Lifespan: Undefined but due to their elvish origin, probably indefinite. The brutal and violent nature of

Orkish society will mean that few live past the age of 100 years. Resistance: All Orcs gain +20% to their skill and characteristic rolls made when enduring against heat. Fire attacks will do damage normally however, with the Orcs natural and worn armour protecting against fire damage.

CULTURE Clothing & Decorations: Crude, utilitarian clothing and armour. Although crude, the items will be well made and effective against the elements. Also scavenged armour from fallen comrades and foes. All generally dyed or painted in drab gray, brown, black or crimson colours. Fears and Inabilities: Generally none, aside from local superstitions. But they fear power and therefore powerful beings will cause them to be intimidated or afraid. Lifestyle: Brutal and militaristic. Hard labour is their lot. Orcs and Goblins are by nature lazy and mistrustful, deceivers and bullies. They think of themselves first and most are cowardly at heart, except for Uruks who are just thugs and look down on all other races of Orc. Marriage Pattern: Breeding only, there is no marriage amongst Orcs. Only the strongest and most attractive (for an Orc if that is possible) of male Orcs have a hope to breed with the females. Chieftains and leaders will restrict access to females as rewards for faithful service and for not being stabbed in the back. Females tend to live together in isolation from the males, but will be in the most secure part of the Orc’s stronghold. Females still mingle amongst the male populace and will also fight in times of war and in defence of their home if need arises. Females rear and raise the young within their part of the stronghold and do not allow the males near the offspring for fear of infanticide by the males. Cannibalism is all too common amongst Orcs and so the females will not risk their offspring being harmed. When the young males are juveniles, they are taken away by the males and taught how to be warriors, usually by the oldest of male Orcs who are cruel teachers. Female juveniles stay within the female enclosure of the stronghold until they are adults and able enough to protect themselves. Religion: Orcs fear the Dark Lord and respect only power. They view the Dark Lord as a god, respecting his ability to cause terror and to flay them alive. Orcs will also revere other creatures of darkness and fire such as the Balrogs. Any creature of the Shadow that is more powerful than they will have their respect and fear, for example the Witch-king of Angmar and the other

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Ringwraiths will be respected and revered by the Orcs that serve under them.

OTHER FACTORS Demeanour: Cruel, brutal thugs. They hate all things and detest their life of servitude. They are self absorbed, petty, untrusting, deceitful, backstabbing (with knives as well as words!), cowardly and treacherous. Oh, and their lazy! Only the Uruks are more disciplined and loyal to both their leader and one another. Uruks behave more like a band of warrior brothers, treating all other Orcs and Goblins as inferior and here only to serve the Uruk and their masters. Languages: Orcs, Goblins and Uruks (and Halforcs) all begin the game with their tribes dialect of Blackspeech at their INTx5%. They will also begin the game with Westron at 35%. During the character generation process the player can add their Communication Skill Category Bonus (if this optional rule is being used) and any relevant Professional Skill Points as well as Personal Skill Points to these languages in order to improve them. Prejudices: Orcs hate just about everything and those things they don’t hate, they fear. But Orcs and Uruks in particularly hate Elves and the enmity between these races goes back to the First Age of the Sun. Goblins hate Dwarves more than all other races and the years of conflict between these two races runs back to the dawn of the Sun also. In Middle-earth during the TA 2790-2799, the conflict between these two races almost saw the race of Goblins reduced to a bad memory in the Misty Mountains. For such was the wrath and devastation wrought by the Dwarves during the War of the Dwarves and Goblins. Restrictions on Professions: Starting professions available for Orcs, Goblins, Uruk-hai and Halforcs include the following: Assassin, Craftsman, Healer, Hunter, Labourer, Priest, Shaman (Tribal Orcs), Slave, Spy, Sorcerer (Militaristic Orcs), Thief, Tribesman, Warrior. Alternatively, the player can roll on the Background Options For Beginning Player Characters table below.

OUTFITTING OPTIONS FOR BEGINNING PLAYER CHARACTERS

Armour: A player character can be expected to begin the game with leather, padded or quilted armour or no armour at all. No helm or shield. If the armour is chosen, it is a sleeved Hauberk that covers their abdomen, chest and arms. Clothing: A mish-mash of clothing made from whatever the player can get their hands on. Also may have leather or hide wrist guards and leather or hide boots. The leather or hide is undyed or dyed in black, grey or crimson usually. Money: In addition to any coinage derived from the Background Social Status below, the character may possess additional coinage of various mints worth 20 sp (or it could be a gem or piece of jewellery worth that same amount). This is generally derived from plunder or theft.

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player character’s background within the Orc clan has been, and any additional starting monies they may have saved or been given. Background Social Status: Orcs / Goblins / Uruks D100 Background Money 01 - 10 Tribesman/ Labourer 1D50 Copper pieces 11 - 40 Warrior/Labourer 1D100 Copper pieces @ 41 - 60 Slave 1D10 Copper pieces 61 - 70 Craftsman 1D20 Silver pieces 71 - 80 Healer 1D50 Silver pieces 81 - 90 Shaman/Priest/Sorcerer 1D100 Silver pieces 91 - 95 Warg or Troll Handler 1D100 Silver pieces 96 - 99 Chieftains Bodyguard 2D100 Silver pieces D100x10 Silver 100 Chieftain pieces @ Uruk-hai and Half-orcs would never be slaves, only Orcs and Goblins will become slaves within an Orc community. If the player characters are either Uruks or Half-orcs, have them add +20% to their die roll on the table above, and all Uruks are considered to be warriors as well as the background identified within the table.

Weapons: All Orcs have ready access to steel and iron weapons. A player character can be expected to begin the game with: •

Either a dagger, axe, club, or sword (usually a scimitar); and

A throwing dagger or Orc bow.

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ORC GHOUL Orc Necromancers have been known to reanimate the dead champions of their tribe by binding a weak Fell Spirit into the corpse of the deceased. This Orc Ghoul is something more than a zombie, sharing qualities similar to a Mewlip or Wight. The creature’s bound spirit reanimates the corpse, reactivating the bodily functions within the deceased. Therefore the Orc Ghoul requires nourishment in order to maintain the reanimated flesh and organs of its body. Often this nourishment is derived by the Ghoul feasting on the bodies of the dead, but they will try to eat the living as well (the living are just harder to catch)! By this behaviour the Orc Ghoul is able to stave off the effects of decomposition, but the creature will still appear very much zombie-like, with its glowing eye’s disclosing the presence of the Fell Spirit inside the corpse. The Ghoul retains only the most basic instincts possessed by its former owner, those of hatred and violence, losing almost all of the original owners INT and memory. Orc Necromancers use these Ghouls as servants, for the Fell Spirit is bound to the will of the Necromancer, using them as bodyguards or as servants of terror and bloodshed. Once the Fell Spirit is bound to the corpse to animate it, the spirit loses its own sense of awareness, becoming limited to what the rotting brain and sense organs of the corpse can glean and process about the environment around it. Only the best fallen warriors will be animated by the Necromancer as the creature’s capacity to learn is limited and the Necromancer must rely on what combat experience still lies within the rotting brain of the Ghoul. The process of creation of the Orc Ghoul isn’t foolproof however and it is not unknown for the Fell Spirit conjured by the Necromancer to remain fully cognisant once bound to the Orc corpse. The Necromancer has then been known to become the first meal of the newly formed creature. If the Orc Ghoul is “killed” the Fell Spirit becomes freed from its imprisonment within the corpse and will usually fade into the spiritual realm, however sometimes the Fell Spirit remains to attack its slayer (see the entry of Spirits for more about Fell Spirits). Once the creature is killed, the corpse will rapidly decompose and within the matter of an hour or two, the body will have liquefied and all that will be left is the skeleton. Thankfully the process of creation of one of these horrors is time consuming and the Necromancer requires the body to be relatively recently deceased in order to prevent organ breakdown from becoming too well advanced. This limits the Necromancers opportunity to create such a vial horror. It is not unknown however for Orc

Necromancers to sacrifice captured warriors from other tribes that are in conflict with his own tribe, in order to use the bodies of these captured Orc’s for this horrible process. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6+3 3D6 2D6+4 1D6 @ 3D6+3 1D2 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 13-14 10-11 11 3-4 10-11 13-14 1

MOVE: 8 HIT POINTS: 11 Damage Bonus +1D4 Tres Fact: N/A

Points # 2 /5** # 2 /5** # 2 /5** # 2 /6** # 2 /4** # 2 /4** # 2 /5**

NOTE: armour points shown are for natural armour and do not take into account any other armour worn. Weapon Orc Comp. Bow Orc Arrow Scimitar Spear (1H) Orc Dagger Bite Claw

Strike Percentage Damage Rank 1D8+1+½db* 3 55% impale +1* impale + arrow poison 1D8+1+db bleed 8 75% 1D6+1+db imp 5 65% 1D4+db impale 8 75% 1D6+½db bleed 9 70% +poison 1D8+db bleed 7 60%

An Orc Ghoul can attack with two claws and a bite in a single combat round when it is not using melee weapons in combat. Usually the Ghoul will rely on weapons, using claws and its bite if there is no other method of attack, or the target is open to being bitten (eg target is prone). @ The POW of an Orc Ghoul is the same as the weak Fell Spirit that animates it. Normally this is 2D6+6 but may be greater if the Necromancer inadvertently conjures up a more powerful Fell Spirit to attempt to bind to the corpse. Assume a POW of 2D6+6 in most cases however. #

All Orcs possess natural leathery 2-point skin and so the Orc Ghoul has this same defence. They also wear any armour they are given by their Necromancer master.

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* Orkish darts, bolts and arrows are of cruel design and purposed to cause as much harm as possible. In addition, they are often smeared with poison. Add the arrow damage bonus (ie +1 damage) to the ranged weapon damage to determine the full damage done by the weapon. For example, an Orc composite bow will do 1D8+1 damage with any standard arrow, however, if an Orc arrow is fired from the bow, the damage will become 1D8+2. Orkish darts, bolts and arrows will usually have a poison potency (POT) of 2D6. ** Due to the undead nature of the Orc Ghoul, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Ghoul. Skills: Darkvision 100%, Listen 85%, Sense 60%, Spot 70%, Stealth 85%, Tracking 70% POWERS Deaths Kiss: The bite of an Orc Ghoul is imbibed with the power of death and decay. When an Orc Ghoul bites a victim it can inject the target with venom of potency (POT) equal to the Orc Ghoul’s CON. The target must make a Resistance Roll of his or her CON versus the venom’s POT. If the target of the bite loses the resistance roll, the venom’s full POT enters their system. If it is successfully resisted, only 1D3 of the venom’s POT is injected. When the total POT injected is equal to or greater than a bitten character’s CON, he or she is paralysed until an antidote counteracts the venom. The unfortunate character will live in this state for as many days as he or she has points of CON, but loses a point of current CON each day and will eventually die if no anti-venin is fed to the character (the paralysed character can ingest fluids, albeit awkwardly). A character bitten by a ghoul but not paralysed, purges the venom from their system at the rate of 1 POT per day but still lose a current CON each day till the venom is purged. Purging usually occurs over the first few days through vomiting and or diarrhoea...not pleasant! Overwhelming Presence: The presence of an Orc Ghoul is frightening. When a Ghoul is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Stench of Decay: Orc Ghoul’s exude a foul stench of rotting flesh. Those who come within 10 metres of the creature must succeed in a Difficult Stamina roll or suffer a -20% penalty to all skill rolls, including combat skills. This penalty remains for as long as they remain in the area of the creature’s stench. The Stamina roll must be undertaken every

time a character re-enters the area of the creature’s stench.

SALAMANDER Salamander’s are native to the deserts and ravines of southern Middle-earth. This creature has a fearsome reputation as an aggressive hunter by the peoples who populate that area. It is also a prolific breeder and a breeding pair can soon produce enough offspring to overrun an area. The animal prefers rocky terrain where it can warm itself in the sun, for it is cold blooded, and also sneak up on potential prey. An individual Salamander generally grows to no greater than 3 metres in length, however if there is an abundance for food available it can grow to the same size as a large Worm. Salamanders are never found alone, but in large groups (called nests) of an average of around twenty individuals, all stemming from the same breeding pair. The breeding pair will be the alpha male and female to that nest of Salamanders and will be the largest of the individuals present. Amongst the peoples of southern Middleearth a rumour has grown up surrounding the Salamander. Old wives tales tell of how the Salamander is descended from a great fire breathing drake that escaped the fall of Beleriand and hid in the utter south of Middle-earth. This drake fathered the Salamander’s and that these creatures are still capable of breathing fire even today. The Salamander however is a natural creature. The myth surrounding its fire breathing capability stems from two sources: a) the colouration of the Salamander is a bright orange and red; and b) people have been seen on-fire near Salamanders. Thus this myth has evolved. The mystery pertaining to how people have combusted when in the presence of Salamanders is easy to explain. Salamanders have a number of glands inside their mouth around their lower jaw that secrete a slimy resin like tar. The Salamander is capable of spitting this tar at a target up to twenty or thirty metres away. The tar is very sticky and slows down the Salamanders prey. It also has digestive fluids within the tar that can help to begin the breakdown process of digestion. A Salamander will often spit at its prey to slow it down then close in for the kill. Unfortunately for the prey, this tar is also highly flammable and sometimes spontaneously combusts when it is highly concentrated and exposed to the air. Amusingly, on very rare occasions, a very hungry and exited Salamander that is salivating a great deal of this tar has also spontaneously combusted around its face. Often this will lead to the Salamanders demise. The Salamanders do not survive well in colder climates due to being cold blooded. In winter, the creature is prone to freeze in climbs where snow

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is prevalent in winter. Alarmingly however, the Rangers living around Lake Evendim have noted that Salamanders have appeared on an island within the lake. How they got there, how they survive the cold winters, and are they the same species as those from southern Middle-earth is not yet known, however the creature has quickly taken over the island. As salamanders can both swim and hang vertically on walls (much like a gecko) they have kept a watchful eye on the island in order to prevent these creatures from spreading to the main shore of the lake.

Gamemaster note: Salamanders can grow

up to 18 metres in length for the large breeding pair and some of the oldest of their offspring. Two sets of statistics are provided below. The first in any given entry is for the normal 3 metre Salamander. The second set is for Salamanders that have grown to 18 metres in length (ie the breeding pair and a few of their oldest offspring). The treasure factor value given reflects what may be found in the dung piles of the Salamanders if anyone is willing enough to have a scrounge around to find it. Only metals and stones, such as coins and, gems and jewellery will survive the Salamanders digestive system to be passed in its dung. Characteristic Roll

Average

2D6+18 3D6+50 2D6+6 2D6+24

25 60-61 13 31

SIZ

2D6+18 3D6+50

25 60-61

INT POW DEX Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head

5 3D6 2D6+6 Melee 01-02 03-04 05-06 07-10 11-14 15-16 17-18 19-20

5 10-11 13

STR CON

MOVE: 8 HP: 19 / 46 Damage Bonus: +1D6 +7D6 Tres Fact: 8

Points 5/7 8/16 5/7 8/16 5/7 8/16 5/9 8/20 5/9 8/20 5/7 8/16 5/7 8/16 5/7 8/16

@

A Salamander can only attack with one claw per combat round. It can combine its claw attack with a bite or tail swipe in the same combat round however.

#

A Salamander’s tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Hide 70%, Listen 40%, Spot 70%, Sense 80%, Track 70% POWERS Tar Spit: A Salamander can spit its mouth juices up to its SIZ x3 metres in distance, up to three times in a combat round. The tar has a STR equal to half the Salamander’s CON. If hit the target must overcome the tar in a Resistance Table roll of the tar’s STR versus their own STR. If the optional hit point locations rule is being used, whenever a location is hit, it will become stuck to an adjacent hit location (ie legs together, arm to chest etc but remember to be logical about this as the chest, head or abdomen will not become stuck, but something might stick to them) and become immobilised if the target does not overcome the tar’s STR in the resistance roll. If the target is struck with tar three or more times (or a single hit location is struck more than twice) have the character make a Luck roll. If they pass, the tar remains inert. If they fail, the tar spontaneously combusts causing 1D6 damage per hit location affected by tar, per combat round for three consecutive combat rounds. If they are struck by more tar within those three combat rounds, these new spits will automatically combust affecting the hit locations where they land. If the tar remained inert, have the character make additional Luck rolls each combat round they are struck with additional tar spit. Though sticky, the tar can be washed off with plenty of water (or burnt off! hehehe). The target may attempt to break free each combat round that they have been immobilised by tar. This will require another resistance roll attempt. Despite how many times they are hit by tar in a combat round, have them roll only once on the Resistance Table per combat round as this simulates the character using their entire body to break free of being immobilised by the tar. In addition to all of the above, the tar is also made up of digestive juices what act as a Weak Acid. Refer to the Spot Rule Acid on p.211 of the BRP rulebook for more information about weak acids.

NOTE: armour points shown are 5pts for the 3 metre variety and 8pts for the 18 metre variety. Weapon @

Claw Bite # Tail Swipe Tar Spit

Strike Percentage Damage Rank 1D6+db bleed 5 45% 1D8+db bleed 10 40% db crushing 8 35% special 4 55%

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SABRE-TOOTHED CAT The Lossoth call the Sabre-toothed cat “Kilpa-kita.” It is a savage hunter of the Northern Waste and the lands around the Ice Bay of Forochel. Kilpa-kita primarily hunts seals and young mammoths as well as the woolly northern Auroch. Most Kilpa-kita have thick white fur making them ideal for stalking their prey in those snowy lands. The Lossoth respect the Kilpa-kita for their strength and elegance and it is a great testament to a warrior’s strength to face one of these creatures down single-handedly and bring its pelt back to the tribe. Some Lossoth have been known to tame Kilpa-kita, but these predators do not lend themselves well to domestication. Travellers to the Northern Waste and Forochel are well advised to be weary of these predators, for they have been known to hunt in prides. One Kilpa-kita is dangerous enough, but facing several at once is a sure way to meet ones death in these unforgiving climes. Characteristic Roll STR 3D6+12 CON 3D6 SIZ 3D6+6 INT 5 POW 3D6 DEX 2D6+12 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 22-23 10-11 16-17 5 10-11 19

MOVE: 12 HIT PTS: 14 Damage Bonus +1D6 Tres Fact: N/A Points 2/4 2/4 2/6 2/6 2/4 2/4 2/5

NOTE: Saber-toothed cats have natural 2pt fury hides. Weapon @

Bite

@

Claw @ Ripping @

Strike Percentage Damage Rank 1D10+db 12 65% impale 1D8+db bleed 7 75% 2D8+db bleed 1 80%

Kilpa-kita get two simultaneous claws and one bite attack each combat round. The bite comes 5 Strike Ranks after the claw attacks. If both claws successfully strike the target, the Kilpa-kita will hang on and rip with its hind claws on the next combat round while continuing to bite, gaining a free attack for its bite that next combat round also.

Skills: Dodge 45%, Hide 90%, Jump 55%, Listen 75%, Sense 80%, Spot 85%, Stealth 75%, Track 70%.

SEA SERPENT The Wise do not know for certain how the Sea Serpents came into being, but mariner’s myths point to two origins. Some believe that the Black Enemy created the Sea Serpents when he made the Dragons and that both are akin to the other. Still others contest that the Sea Serpents were once Dragons themselves. They believe that they survived the fall of Beleriand and adapted to life within the ocean. The Wise will point out however that the Sea Serpents had long afflicted the Elven mariners who lived on and sailed the coasts of Beleriand and so the Sea Serpents existed before its fall. The Wise have correctly guessed that the Sea Serpents are indeed akin to Dragons and were a side experiment in the breeding of the Drakes and Dragons. Sea Serpents have a similar head to that of Dragons and their body size is roughly the same as that of the Cold-drakes. For the most part, they feed of whales, giant octopus and Sea-Kraken, though they themselves are as likely to be a Sea-Krakens lunch as the converse. Sea Serpents are bestial by nature and like the Cold-drakes, lack true intelligence. The Wise believe that there may also be a fresh water species of the Sea Serpent but are uncertain whether the sightings of such creatures are actually Water Wyrms instead. Non who have witnessed these creatures, if they survive the encounter, are ever willing to get a closer look at these beasts again. Mariner’s tales speak of these creatures rearing up out of the deep and attacking ships, seizing sailors off the deck or rigging and dragging them into the depths never to be seen again. There are even tails of these creatures being of such a size as to rival the mighty Sea Kraken. Such serpents have overturned boats and then feasted on the hapless sailors tossed into the ocean. As with all tails however, there are very few, if any witnesses who live to tell the story of their encounters with a Sea Serpent. Occasionally, when the storms batter the coasts of Middle-earth, the ocean reveals its secrets and a decomposed body of a creature that might be a young Sea Serpent gets washed ashore. Few people are willing to examine these corpses closely as there is much fear and superstition that surrounds the Sea Serpents.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Body Head

20D6 10D6 30D6 5 3D6 3D6+3 Melee 01-02 11-14 19-20

SHADE

Average 70 35 105 5 10-11 16-17

MOVE: 12 swim HIT POINTS: 70 Damage Bonus: +10D6 Tres Fact: N/A Points 10/24 10/29 10/24

NOTE: Sea Serpents have natural 10pt scaly skin. Strike Percentage Damage Rank 1D10+db bleed Bite 10 85% # 5D6 crushing Tail Swipe 8 60% # A Sea Serpent’s tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Weapon

Skills: Hide (in water) 80%, Listen 40%, Spot 70%, Sense 80%, Track 60% POWERS Cold Blooded Healing: Due to their cold blooded metabolism, Sea Serpent’s have a slow rate of natural healing. A month after being injured, a Sea Serpent recovers 2 Hit Points per damaged location per month (or just 2 Hit Points per month if the optional hit location system is not being used). Overwhelming Presence: The sight of a Sea Serpent is frightening, overpowering and awe inspiring to say the least. When a Sea Serpent is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -20% penalty to their resistance roll attempt.

Not all the deeds of men are valorous. Nor are all valorous deeds finished before men of valour fall in battle. The Wise know of many such tales where men, and sometimes Elf or Dwarf, have not fully passed from the land of the living at the time of their death. When this has happened, the part of the persons spirit still trapped in the physical realm becomes known as a Shade. Shade’s are different from Ghost in that a ghost is usually either a self-aware memory, or it is a conjuration by some other power used to deceive the living. A ghost exhibits intelligent actions and even interaction with its surroundings, but it itself is not intelligent. Shades on the other hand are a spiritual imprint of a once living person, formed into being at the time of that person’s death. They are a vestige, an imprint or copy of the person, but not the soul or spirit of the person themselves. They are brought into being, usually, because of what was left unfinished. Before the Shade can dissipate from the physical realm, it must finish what was left undone or attempt to make amends for what was not done in the life of the one it was formed from. The Shade will sometimes have the appearance in life of the person that it was once a part of, however it is more common that the Shade appears as the rotten body and bones of that person, still dressed in the clothes or armour being worn at the time of death when the Shade was spawned. The Wise also know that at times servants of the Shadow have forced the creation of a Shade at the time of death of a person, when that person was under great duress or pain. The Shadow has used the many conflicts that have raged across Middleearth to create such Shades from the dying men who fought in those battles. Such shades are twisted vestiges of the person they were spawned from and their purposes are only malignant. The Fields of Fornost is one such battlefield where the dead are not silent sleepers. When the Shades purpose has been accomplished it will fade from Middle-earth. The person it was spawned from has already long since departed and the Shade is only an imprint of that person, and echo. Once the Shade fades or dissipates from the physical plane, it is gone forever.

Gamemaster note: Shades possess true

intelligence and have their own POW. The INT that the Shade has will be the same for the INT of the one from which it was spawned, complete with their memories, as the Shade is an echo of that dead person. Shades will appear to have SIZ as well, being the same SIZ as the one from which they were spawned.

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and dissipate from the physical realm never to return. Characteristic Roll STR CON SIZ INT POW DEX Hit Location

N/A N/A N/A @ 2D6+6 4D6 N/A Melee

Average N/A MOVE: equal to N/A POW N/A HP: none 13-14 Damage Bonus: none 14 N/A Tres Fact: var. Points

Shades have no hit points nor do they possess armour Strike Rank

Weapon Shade combat

1

Percent Damage age POW vs 1D3 current CON CON

@ A Shades INT will be the same as the person from which it was spawned. In the case of a human, this is 2D6+6.

Incorporeal: Shades are immaterial, and are not subject to the limitations of the physical beings nor can they take physical damage. Other Powers: In addition to Shade combat, a Shade may have powers suited to its former existence and role in the setting, or to the being that created it. Traditional powers for Shades, that can be found in the Powers Chapter of the BRP rulebook include psychic powers such as Cryokinesis, Mind Blast, Mind Control, Pyrokinesis, Telekinesis, or super powers such as Drain, Energy Control, Invisibility, Teleport, and even Weather Control. All these powers will need to be held within the context of Middle-earth. At the gamemaster’s discretion, Shades may or may not be vulnerable to powers such as magic, sorcery, or psychic powers, though it is suggested that if they are able to attack the living, the characters have some means of fighting back or banishing them.

Skills: as per the person from whom it echoes.

SICKLE-FLY

POWERS Chill: The air will always be noticeably chilled when a Shade is present or about to manifest itself. Even on a warm summer’s day, the air will become cold and chilled and both people and animals will sense a foreboding and dread or even fear. In game terms, this will amount to no more than the gamemasters telling the characters that the air has suddenly grown cold and that their characters are feeling uneasy or even have a sense of dread about that place they are located. If the gamemaster feels it is appropriate then they could also use an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Shade Combat: Shades can attack in Shade combat, consisting of their POW verses the targets CON on the Resistance Table. This will appear as if the shade is attacking the target with its weapons or hands. If the Shade overcomes the target’s CON, the target must pass a Stamina Roll or suffer the loss of 1D3 current CON. More powerful Shades may drain 1D6 CON (or even more) and the target may be required to pass a Difficult Stamina Roll. For the target to fight back however, they must match their POW verses the Shades POW on the Resistance Table. If the character succeeds in overcoming the Shade in a POW vs. POW retaliation, the Shade will lose 1D3 POW. The Shade will always attack its targets CON however as its form of attack is actually a fear shock attempting to cause systemic shock to the target. If the targets’ CON is reduced to 0 they die. If the Shades POW is reduced to 0, it will be destroyed

Sickle-flies are one of those wonders of nature that show that Eru has provided a way to keep the spread of evil in check. The life-cycle of the Sickle-fly, like all flies and wasps, involves a larval stage. The larvae of the Sickle-fly are quite large, so too in fact are the adult Sickle-flies. In order to provide for their hungry offspring the Sickle-fly has found an ever present source of food, that of Giant Spiders. In fact, wherever Giant Spiders can be found, so too will be the Sickle-fly. Sickle-flies have an extendable abdomen that ends in a long sickle shaped sting (hence the reason for their name). The Sickle-fly will engage a Giant Spider in what the Wise call the “Dance of Death.” The Sickle-fly attacks the spider taking it on head to head, wrestling with it. The Sickle-fly will attempt to lift up the front of the spider so that it can thrust its abdomen under it and strike upwards with its sting. The spider will then become paralysed. At that time the Sickle-fly will drag off the spider to its nest where it will lay a single larva inside the paralysed spider. The larva will then feast upon the meal provided for it by its parent. When the larva is ready, it will pupate inside the husk of the eaten out spider. After pupation an adult Sickle-fly will burst free from the spider husk and go forth to repeat the process. Adult Sickle-flies do however pose a threat to people as they are a very aggressive insect. Though not normally given to attacking people, it is not unknown for a Sickle-fly to become enraged by the presence of a person and attack them. If the outcome goes afoul for the person, the Sickle-fly will usually paralyse the person, but then leave them to die in the

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wilderness from exposure. People, mercifully, do not make good meals for their larvae. Characteristic Roll

or bring the paralysed person back to normal health over the next day.

Average

STR 4D6 14 CON 3D6 10-11 SIZ 3D6 10-11 POW 3D6 10-11 DEX 2D6+12 19 Hit Location Melee Right Hind Leg 01 Left Hind Leg 02 R. Centre Leg 03 L. Centre Leg 04 Abdomen 05-08 Thorax 09-10 11 Right Fore Leg Left Fore Leg 12 Right Wing 13-14 Left Wing 15-16 Head 17-20

MOVE: 8/12 fly HIT PTS: 11 Damage Bonus +1D4@ Tres Fact: N/A Points 3/3 3/3 3/3 3/3 3/5 3/5 3/3 3/3 3/3 3/3 3/4

NOTE: Sickle-flies have a very thick carapace that gives them 3pts of armour. Strike Percentage Damage Rank 1D6+1 bleed Bite 8 35% 1D8+1 impale Sting 3 70% +poison A Sickle-fly can attack with both its bite and its sting in a single combat round. Weapon

@ A Sickle-flies sting is perfectly designed to exploit the weak spots within a spider’s carapace; as such it doubles its damage bonus when stinging a Giant Spider. Skills: Listen 55%, Spot 65%, Track 70% POWERS Poisonous Sting: A Sickle-fly will inject its poison if its sting attack pierces armour. The poison’s POT is equal to the Sickle-flies CON. A target injected with the poison must make a resistance roll matching their CON against the poisons POT on the Resistance Table. If they succeed, they are not paralysed but will receive 1D3 damage to their current CON (this will heal at the rate of 1 current CON point per day). If they fail the resistance roll they will be affected by paralysis over the next Turn (25 combat rounds). Paralysis is permanent, the character can still breath however. A Healing spell or potion, or any form of poison mitigation spell or potion will prevent paralysis or bring someone with paralysis back to normal health immediately. A critical success in first aid will also prevent paralysis

SKELETONS The most basic practice of Necromancy involves the reanimation of the bones of the deceased. Necromancers have been practicing this art for centuries and every adept Necromancer learns this form of sorcery. Orc and Angmarim Necromancers are well known for this art as are the Necromancers who live in Dol Guldur, taught by the Necromancer himself. There are also Shaman Necromancers in Harad and the eastern Middle-earth who practice this abomination.

Gamemaster note: The Skeleton’s in

Middle-earth are identical to those found in the BRP rulebook on p.346. Use the statistics provided there. They are the basic form of Skeleton, ie reanimated human, Elven, Dwarven, Hobbit or Orc bones. They are animated through necromantic sorcery and are often set to act as sentinels over locations such as tombs, ruins and caves, for they make poor soldiers in battle.

SPIDERS The great Spiders of Middle-earth differ from their tiny natural cousins. The tiny spiders (those that grow to no more than centimetres in length and have a leg-span of no greater than a foot) are all natural and have their place within the natural order of things. The great Spiders, on the other hand, are all descended from Ungoliant, that ancient, spider-like demon of unceasing hunger and lust. All great Spiders share their ancient mother’s passions to feed and they care little for the struggles of the outside world, seeking only to fill their bloated abdomens with the hapless victims and creatures they capture in their webs. All great Spiders are nimble creatures who care only for hunting and feasting on the juiciest of meats; Men, Elves, Dwarves, Hobbits and Orcs. Their hunger knows no bounds and they will even turn on and eat each other if their hunger drives them. Their eight legs are long and slender, perfect for scuttling through deep caverns and gloomy forests in search of prey, or for lying in ambush within the tree canopy waiting for some unsuspecting prey to wander below them before they pounce. At night, their eyes glow like pale, bulbous orbs, offering scant warning to their intended victims of the threat that lays in wait for them.

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Spiders prefer dark, gloomy areas in which to spin their sticky webs and nest. Many lurk within caves and some dig burrows and tunnels from which they scuttle or pounce forth to ambush passersby. Others lurk under the eaves of ancient forests like Mirkwood. There they spin cobwebs to shut out the sunlight and webs to snare their prey. While great Spiders move across their webs with ease, other creatures quickly become entangled in the sticky filaments and are soon at the mercy of the spider. Despite their lust for food, giant Spiders have learnt that there is a greater chance to succeed in filling their bloated abdomens if they work together than on their own. With the exception of the Trap-door varieties of the giant Spiders and some lone ground hunting Wolf-spiders, all orb weaving great Spiders (ie those that spin webs to capture their food) live together in communal nests of anywhere up to several dozen or so Spiders. This makes for a very dangerous situation when confronting a nest of Spiders. Spiders are, on the whole, a divisive squabbling lot and more than one lucky adventurer has escaped their clutches while his would-be captors squabbled over whether to hang him in their webs for a while and feast of his juices before killing and eating him or to eat him straight away. Individual Spiders are intelligent, lazy and prideful, and would rather bicker for a month than yield to each other. This pride can lead them to be easily insulted and goaded into a terrible rage. When in such a rage, the Spider will forsake all else and rush furiously at its taunter, ignoring all else (dangers and enemies) in favour of attacking the one who insulted its pride. There are three main varieties of the greater Spiders; Lesser Spiders, Giant Spiders and Shelob’s Spawn. Each are described under a different sub-heading below.

Gamemaster note: The orb weaving

Spiders typically strike from ambush, pouncing from above on their victims as they struggle entangled within the Spider’s webs. The ground dwelling Trapdoor and Wolf-spider sub-species of Lesser and Giant Spiders will lurk within their holes or actively hunt along the ground looking for a potential meal. All Spiders prefer to make their nests and lairs close to well-travelled rounds, trails and paths, lying in wait for passersby to fall into their traps.

LESSER

SPIDERS

The Lesser Spiders of Middle-earth are the most diminutive variety of the great Spiders and grow to a leg span of between 2 to 3 metres. Unlike their bigger cousins, these Spiders are bestial only and lack true intelligence. This has led the Wise to believe that they are the most degenerated form of the greater Spiders. As they are also the most numerous variety of the greater Spiders, the Wise believe this also shows that the species as a whole is regressing or de-evolving. This is pure speculation only. Lesser Spiders can be found as orb weavers and as ground dwelling Trap-door and Wolf-spider sub-species. They can also be found living alongside their Greater Spider cousins, who will rule over them and force them to do their dirty work. Lesser Spiders are also likely to become food for the Greater Spiders during times where there is a lack of good hunting.

Gamemaster note: These are the most

numerous of the greater spiders and will wonder away from their dimly lit nests to forage further afield. This is likely to bring them into contact with outlying settlements of the Free Peoples. They have no true intelligence and rely on instinct only. As they can share their colony with their Greater Spider cousins, adventurers can easily be mislead into thinking that they will only be up against these dim witted variety of Spider, only to find that they walk into a well planned ambush designed by their intelligent cousins. Small amounts of treasure may be found by picking through the webs and remnants of the Spiders meals (the dried out husks of the fallen). This is reflected in their Treasure Factor listing below. Characteristic Roll

Average

STR 2D6+6 13 CON 2D6+6 13 SIZ 2D6+6 13 POW 3D6 10-11 DEX 2D6+12 19 Hit Location Melee Right Back Leg 01 Right Hind Leg 02 Left Back Leg 03 Left Hind Leg 04 Abdomen 05-11 Thorax 12-14 Right For Leg 15 Right Front Leg 16 Left For Leg 17 Left Front Leg 18 Head 19-20

MOVE: 10 HIT PTS: 13 Damage Bonus +1D4 Tres Fact: 8 Points 3/3 3/3 3/3 3/3 3/5 3/4 3/3 3/3 3/3 3/3 3/4

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Strike Percentage Damage Rank 1D6+1+db imp 8 55% + poison special 2 35%

Weapon Bite Webbing

A Spider may not bite and throw web in the same combat round. Skills: Climb 90%, Hide 55%, Stealth 75%. POWERS Lesser Spider Poison: A Lesser Spider will inject its poison if its bite attack pierces armour. The poison’s POT is equal to half the Lesser Spider’s CON. A target injected with the poison must make a resistance roll matching their CON against the poisons POT on the Resistance Table. If they succeed, they are not paralysed but will receive 1D3 damage to their current CON (this will heal at the rate of 1 current CON point per day). If they fail the resistance roll they will be affected by paralysis over the next minute (5 combat rounds). Paralysis is temporary lasting a total of Turns equal to half the Lesser Spider’s CON, the character can still breathe. A Healing spell or potion, or any form of poison mitigation spell or potion will prevent this temporary paralysis or bring someone with paralysis back to normal health immediately. A critical success in first aid will also prevent paralysis or bring the paralysed person back to normal health over the next Turn (25 combat rounds, or 5 minutes).

anything else but attempt to break free. In order to break free of the sticky web, a character must match their STR verses the webs STR on the Resistance Table. If successful, the character breaks free, if not they remain ensnared and may attempt to break free next combat round. If using the optional Hit Locations rule, gamemasters may roll to see what parts of the victim’s body becomes ensnared. If the victim’s arms are free, they may be permitted to attack and parry normally, but cannot move or close for an attack, nor can they Dodge. But the victim must also succeed in a Luck roll each combat round or become more ensnared in the web, possibly loosing the use of their arms due to being entangled. If characters encounter a web but are not ensnared, and they wish to cut their way through the web, refer to the rule Damage to Inanimate Objects on pp.276-277 of the BRP rulebook. The webs armour will be the same as the webs STR. If damage is done to the web, then the character becomes ensnared in the web, the webs STR will be reduced by the amount of damage it has taken (as per the rules on pp.276-277 of the BRP rulebook). Weakness of the Eyes: The weakest part of a Spiders carapace is it eye sockets, all eight of them. If the Spider is struck in its eyes (a roll of 20 on a D20 if the optional Hit Locations rule is being used) with a normal attack success, the damage received by the Spider would be the same as though it was hit on a Special success. There is no additional advantage however if the actual attack was a Special or Critical success that hit this area.

Webbing: In combat a Lesser Spider can stand on its four front legs and use the back two pairs to pull out and hurl a swath of webbing at their prey. The webbing has a range in metres equal to the spiders STR. The effects of the webbing are the same as for the Spiders Webs Power, detailed below. Webbing covers an area equal to half the body length of the spider in diameter (roughly 1.5 metres). Webs: All Spiders utilise their webs to immobilise and store prey, seal off passages or to create ropy bridges upon which they can climb and ascend. Spiders actually spin several different types of silk when it comes to the filaments that make up their webs. They produce a sticky, adhesive silk with which to capture prey and also a non sticky silk on the underside. This is why Spiders are not captured within their own webs as only they can tell what edges of the silk are sticky and which are not. This distinction means little to their prey however when they become entangled within a Spiders web, it’s all sticky to them. A Lesser Spider’s web has a STR equal to half the Spiders SIZ, with additional layers of web being cumulative, adding to the total webs STR. An ensnared or enswathed victim cannot do e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Creatures- page.62


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GREATER

SPIDERS

Characteristic Roll

The Giant Spiders of Middle-earth are the standard stock variety of the great Spiders and grow to a leg span of between 4 to 5 metres. These Spiders have true intelligence and are capable of speaking Westron and Blackspeech, not that they use it for much other than bickering amongst themselves and grumbling about how hungry they are. Their voices are higher pitched than a man’s and full of hisses and drawn out ‘S’ sounds. Giant Spiders can mostly be found as orb weavers though there are some ground dwelling Trap-door and Wolf-spider sub-species. They can also be found living alongside their Lesser Spider cousins. In any given spider nest where both Giant and Lesser Spiders are collocated, the Giant Spiders will always rule over and bully their Lesser Spider cousins. The Lesser Spiders do not possess true intelligence and so don’t know they are being exploited. The Wise also speculate that the Giant Spiders keep their Lesser Spider cousins around for the same reasons a grazier raises cattle, in order to have a ready source of meat on hand. Though they are more intelligent than their Lesser Spider kin, and have the capacity for speech, the Giant Spiders care nothing for the greater struggles that go on around them. They are as likely to make a meal of an Orc emissary as they are to provide any assistance to the forces of the Shadow. They may assist if there is juicy meat on offer though.

Gamemaster note: After their Lesser

Spider cousins, Giant Spiders make up the next most numerous of the greater spiders. They tend to stay within their lair areas and prefer the murky shadows of caves and dark forests rather than the open areas. Small amounts of treasure may be found by picking through the webs and remnants of the Spiders meals (the dried out husks of the fallen). This is reflected in their Treasure Factor listing below.

Average

STR 4D6+12 26 CON 2D6+6 13 SIZ 4D6+6 20-21 INT 2D6 7 POW 3D6 10-11 DEX 2D6+12 19 Hit Location Melee Right Back Leg 01 Right Hind Leg 02 Left Back Leg 03 Left Hind Leg 04 Abdomen 05-11 Thorax 12-14 Right For Leg 15 Right Front Leg 16 Left For Leg 17 Left Front Leg 18 Head 19-20

MOVE: 10 HIT PTS: 17 Damage Bonus +2D6 Tres Fact: 12 Points 5/5 5/5 5/5 5/5 5/8 5/6 5/5 5/5 5/5 5/5 5/6

NOTE: Giant Spiders have a very thick carapace that gives them 5pts of armour. Weapon Bite Webbing

Strike Percentage Damage Rank 1D6+1+db imp 8 75% + poison special 2 55%

A Spider may not bite and throw web in the same combat round. Skills: Climb 90%, Hide 60%, Speak (Blackspeach) 70%, Speak (Westron) 70%, Stealth 75%. POWERS Giant Spider Poison: A Giant Spider will inject its poison if its bite attack pierces armour. The poison’s POT is equal to the Giant Spider’s CON. A target injected with the poison must make a resistance roll matching their CON against the poisons POT on the Resistance Table. If they succeed, they are not paralysed but will receive 1D3 damage to their current CON (this will heal at the rate of 1 current CON point per day). If they fail the resistance roll they will be affected by paralysis over the next minute (5 combat rounds). Paralysis is temporary lasting a total of Turns equal to the Giant Spider’s CON, the character can still breathe. A Healing spell or potion, or any form of poison mitigation spell or potion will prevent this temporary paralysis or bring someone with paralysis back to normal health immediately. A critical success in first aid will also prevent paralysis or bring the paralysed person back to normal health over the next Turn (25 combat rounds, or 5 minutes).

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Webbing: In combat a Giant Spider can stand on its four front legs and use the back two pairs to pull out and hurl a swath of webbing at their prey. The webbing has a range in metres equal to the spiders STR. The effects of the webbing are the same as for the Spiders Webs Power, detailed below. Webbing covers an area equal to half the body length of the spider in diameter (roughly 2.5 metres). Webs: All Spiders utilise their webs to immobilise and store prey, seal off passages or to create ropy bridges upon which they can climb and ascend. Spiders actually spin several different types of silk when it comes to the filaments that make up their webs. They produce a sticky, adhesive silk with which to capture prey and also a non sticky silk on the underside. This is why Spiders are not captured within their own webs as only they can tell what edges of the silk are sticky and which are not. This distinction means little to their prey however when they become entangled within a Spiders web, it’s all sticky to them. A Giant Spider’s web has a STR equal to the Spiders SIZ, with additional layers of web being cumulative, adding to the total webs STR. An ensnared or enswathed victim cannot do anything else but attempt to break free. In order to break free of the sticky web, a character must match their STR verses the webs STR on the Resistance Table. If successful, the character breaks free, if not they remain ensnared and may attempt to break free next combat round. If using the optional Hit Locations rule, gamemasters may roll to see what parts of the victim’s body becomes ensnared. If the victim’s arms are free, they may be permitted to attack and parry normally, but cannot move or close for an attack, nor can they Dodge. But the victim must also succeed in a Luck roll each combat round or become more ensnared in the web, possibly loosing the use of their arms due to being entangled. If characters encounter a web but are not ensnared, and they wish to cut their way through the web, refer to the rule Damage to Inanimate Objects on pp.276-277 of the BRP rulebook. The webs armour will be the same as the webs STR. If damage is done to the web, then the character becomes ensnared in the web, the webs STR will be reduced by the amount of damage it has taken (as per the rules on pp.276-277 of the BRP rulebook). Weakness of the Eyes: The weakest part of a Spiders carapace is it eye sockets, all eight of them. If the Spider is struck in its eyes (a roll of 20 on a D20 if the optional Hit Locations rule is being used) with a normal attack success, the damage received by the Spider would be the same as though it was hit on a Special success. There is no additional advantage however if the actual attack was a Special or Critical success that hit this area.

SHELOB’S

SPAWN

“Far and wide her lesser broods, bastards of the miserable mates, her own offspring, that she slew, spread from glen to glen, from the Ephel Dúath to the eastern hills, to Dol Guldur and the fastnesses of Mirkwood. But none could rival her, Shelob the Great, last child of Ungoliant to trouble the unhappy world." – The Lord of the Rings, Shelob's Lair

Greatest of the Spiders within Middle-earth and last of the children of Ungoliant was Shelob the Great. A horror described as “an evil thing in spiderform” who “served none but herself, drinking the blood of Elves and Men, bloated and grown fat with endless brooding on her feasts, weaving webs of shadows; for all living things were her food, and her vomit darkness” (LOTR III, Shelob's Lair). Her offspring were mostly the Lesser and Giant Spiders. But she had more powerful offspring as well that became known by the Wise as Shelob’s Spawn or Children of the Ungol (Children of the Spider). These were creatures of cruel intelligence and were spiders of greater stature and power than the Giant Spiders. Whereas the Lesser Spiders were bestial in nature and driven by instinct, and the Giant Spiders were petty and prideful, intelligent but thinking of none but their bloated bellies, the Spawn of Shelob were cruel abominations that plagued the Free Peoples, hating all and being filled with an unquenchable hunger. Seldom did these creatures live amongst their lesser kin, preferring instead to live within mountain crags and caverns, venturing forth to terrorise and prey on the isolated settlements of the Free Peoples. Gifted with their mothers capacity to exude a darkness around them, seldom where they ever seen. Almost always they lived alone, for their malice would drive them to hate all things, viewing them as none but food. Rarely, however, one would take up residence within a nest of its lesser kin and become a queen of that colony. Attended to by her Great Spider sisters and waited upon by Lesser Spiders, she would be fed the choicest of foods, whether that be Elves, Men, Orcs or Lesser Spiders. There the queen would grow fat and lay her own broods of her lesser kind who would hatch to serve her. Such colonies were fell places indeed, for the queen Spider would exude forth darkness and terror and her cruel will and malice would be exerted over the land where she made her abode. Like their mother, the Spawn of Shelob were equipped with a sting than lay hidden below their spinneret’s in the creatures abdomen. Whether by bite or by sting, these creatures could render their prey to a state of paralysis, and then feast upon their juices until they sucked them dry.

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Cruel twisted barbs often extended from their bodies and they would grow to around six metres in size, sometimes more. Many of the males would often be drawn back to Cirith Ungol, the place of their hatching, to mate with Shelob before she devoured them. Shelobs daughters were more fortunate, for when they hatched, if they escaped being eaten by their mother or their siblings, they could escape into the Mountains of Shadow and hatch their own broods to feast upon. Few of Shelob’s Spawn travelled beyond the Mountains of Shadow, for they both hated and feared the light of the sun, moon and stars. Light is painful to them, as it is painful also to their mother, and they will shun it at all costs. Fortunately, this breed of the greater Spiders is the least numerous within Middle-earth. Characteristic Roll

Average

STR 6D6+18 39 CON 3D6+6 17 SIZ 6D6+6 27 INT 3D6 10-11 POW 3D6 10-11 19 DEX 2D6+12 Hit Location Melee Right Back Leg 01 Right Hind Leg 02 Left Back Leg 03 Left Hind Leg 04 Abdomen 05-11 Thorax 12-14 Right For Leg 15 Right Front Leg 16 Left For Leg 17 Left Front Leg 18 Head 19-20

MOVE: 10 HIT PTS: 22 Damage Bonus +3D6 Tres Fact: 22 Points 10/6 10/6 10/6 10/6 10/10 10/8 10/6 10/6 10/6 10/6 10/8

NOTE: Shelobs Spawn have a very thick carapace that gives them 10pts of armour. Weapon Bite Sting Webbing

Strike Percentage Damage Rank 1D6+1+db imp 8 80% + poison 1D8+1+db imp 5 75% + poison special 2 70%

Shelob’s Spawn may not bite, sting or throw web in the same combat round. Skills: Climb 90%, Hide 50%, Speak (Blackspeach) 70%, Speak (Westron) 70%, Stealth 85%.

POWERS Cloaked in Darkness: Deep shadow surrounds the Spawn of Shelod like a cloak of darkness. All nonmagical light within 10 metres of it is extinguished or dimmed, and anyone caught within this darkness is treated as being within semi-darkness as per the Darkness Spot Rules on p. 220 of the Basic Roleplaying rulebook, with all their Combat skills becoming Difficult. Overwhelming Presence: The sight of Shelobs Spawn is frightening, to say the least. When a Shelobs Spawn is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Spawn of Shelobs Poison: A Shelobs Spawn will inject its poison if its bite attack pierces armour. The poison’s POT is equal to the Shelobs Spawn CON. A target injected with the poison must make a resistance roll matching their CON against the poisons POT on the Resistance Table. If they succeed, they are not paralysed but will receive 1D6 damage to their current CON (this will heal at the rate of 1 current CON point per day). If they fail the resistance roll they will be affected by paralysis over the next minute (5 combat rounds). Paralysis is temporary lasting a total of Turns equal to the Shelobs Spawn’s CON, the character can still breathe. A Healing spell or potion, or any form of poison mitigation spell or potion will prevent this temporary paralysis or bring someone with paralysis back to normal health immediately. A critical success in first aid will also prevent paralysis or bring the paralysed person back to normal health over the next Turn (25 combat rounds, or 5 minutes). Vulnerable to Light: Shelob’s Spawn both hate and fear the light, whether that be the light of the sun, moon or stars, for it is painful to them. As such they will avoid all natural light and seek shelter in darkness. Firelight, such as in a campfire or torches, will not be painful to the creature but it will none the less be weary of all who carry such light. It will only attack if it feels it can strike swiftly and quickly subdue its victim. Magical light will also give the creature pause, but will not stop if from attacking if it feels it can succeed in its endeavours. Webbing: In combat a Shelobs Spawn can stand on its four front legs and use the back two pairs to pull out and hurl a swath of webbing at their prey. The webbing has a range in metres equal to the spiders STR. The effects of the webbing are the same as for the Spiders Webs Power, detailed below. Webbing covers an area equal to half the body length of the spider in diameter. Webs: All Spiders utilise their webs to immobilise and store prey, seal off passages or to create ropy bridges upon which they can climb and ascend. Spiders actually spin several different types of silk

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when it comes to the filaments that make up their webs. They produce a sticky, adhesive silk with which to capture prey and also a non sticky silk on the underside. This is why Spiders are not captured within their own webs as only they can tell what edges of the silk are sticky and which are not. This distinction means little to their prey however when they become entangled within a Spiders web, it’s all sticky to them. A Shelobs Spawn’s web has a STR equal to the Spiders SIZ, with additional layers of web being cumulative, adding to the total webs STR. An ensnared or enswathed victim cannot do anything else but attempt to break free. In order to break free of the sticky web, a character must match their STR verses the webs STR on the Resistance Table. If successful, the character breaks free, if not they remain ensnared and may attempt to break free next combat round. If using the optional Hit Locations rule, gamemasters may roll to see what parts of the victim’s body becomes ensnared. If the victim’s arms are free, they may be permitted to attack and parry normally, but cannot move or close for an attack, nor can they Dodge. But the victim must also succeed in a Luck roll each combat round or become more ensnared in the web, possibly loosing the use of their arms due to being entangled. If characters encounter a web but are not ensnared, and they wish to cut their way through the web, refer to the rule Damage to Inanimate Objects on pp.276-277 of the BRP rulebook. The webs armour will be the same as the webs STR. If damage is done to the web, then the character becomes ensnared in the web, the webs STR will be reduced by the amount of damage it has taken (as per the rules on pp.276-277 of the BRP rulebook). Weakness of the Eyes: The weakest part of a Spiders carapace is it eye sockets, all eight of them. If the Spider is struck in its eyes (a roll of 20 on a D20 if the optional Hit Locations rule is being used) with a normal attack success, the damage received by the Spider would be the same as though it was hit on a Special success. There is no additional advantage however if the actual attack was a Special or Critical success that hit this area.

SPIRITS Many are the Spirits that inhabit Middleearth, from the powerful Valar and Maiar to the lesser Spirits that are their servants. When Eru created the cosmos, He gave to the Valar the role of shaping Arda. The Valar are the fourteen powerful spirits of the race of the Ainur who entered Arda after its creation to give order to the world. To each Valar, numerous Maiar came to serve. The Maiar are those less powerful spirits which descended to Arda to help the Valar to shape the world. The Maiar vary in ability and tend towards manifesting the powers that embody the realm that their Masters oversee. The Spirits that serve Manwë directly are Spirits of the Air and may take the form of birds or Giant Eagles when need arises. The Spirits in service to Ulmo will take forms native to the ocean, lakes and rivers. As such they may appear as great fish, whales or dolphins or as whirlpools and waterspouts when they manifest themselves. The Spirits whom serve Varda have oft appeared as stars when need arouse, and the Spirits that serve Yavanna will often appear as animals and creatures of the forests and plains, White Deer for example. But not all Maiar were faithful to those Valar whom they served. Melkor the Deceiver led many astray and they fell into his service. Among these fallen were the Balrogs and Sauron, Maiar corrupted by Melkor. Others became the Bandúrhoth, Dindair, Helegrog’s and Rogmul. Still others, lesser Spirits that were perhaps once Maiar or perhaps Spirits of corruption created by The Deceiver, became known as Fell Spirits and Spectre’s. Described below are two forms of these lesser Spirits that have fallen under the sway of the Shadow. Both are dreadful in their own right. Both are horrors and abominations of the beings they either once were, or should have been. All dread being cast out of Arda into the Void forever, never to return, for they have turned their back on Eru forever and are now beyond redemption.

FELL

SPIRITS

It was the Fell Spirits that the Witch-king of Angmar raised and sent into the hilly fields of Tyrn Gorthad, there to inhabit the barrows of the Edain and forever become known as the Barrow-wights. Other Fell Spirits raised the corpses of men elsewhere and are the lesser Wights. Others still take form as Mewlips, cannibalistic Spirits that lay in wait for the unweary and so to waylay, slay and feast upon them or possess and animate their bloated corpses. Orc Necromancers bind still other Fell Spirits to the bodies of their dead champions to e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Creatures- page.66


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create Orc-ghouls. In one way of another, much of the plots of wickedness inflicted upon the Free Peoples of Middle-earth has had these foul beings included in those designs. The power of the Fell Spirits varies as some are more powerful than others. The Major Barrowwights are examples of the most powerful Fell Spirits, while less powerful Fell Spirits have animated other corpses becoming Wights, or become the Mewlips. The least powerful of all are the Fell Spirits that the Orc Necromancers have been able to enslave and bind to their dead in order to make their foul Orc-ghouls. Rarely are Fell Spirits encountered in their non-corporeal state. The bodies made for them (Barrow-wight, Wight, Mewlip, Orc-ghoul etc) act as a shell providing protection for the Spirit, anchoring it to the physical realm, for if the Spirit itself is “killed” it will be cast out of Arda forever. If their animated physical bodies are killed, they will usually skulk away into the spiritual realm and wait till they are strong enough to form another body or the Dark Powers call them to some other purpose. If however they are forced into combat whilst in spirit form, or if the Fell Spirit attacks whilst in spirit form, they are not utterly defenceless.

Gamemaster note: Fell Spirits posses only

INT and POW unless they are bound into a physical body or form a body, as in the case of a Mewlip. Characteristic Roll STR CON SIZ INT POW

@

DEX Hit Location

N/A N/A N/A 2D6+6 2D6+6 3D6+6 4D6+6 5D6+6 N/A Melee

Average N/A N/A N/A 13-14. 13-14 17 20 23-24 N/A

MOVE: equal to POW HP: none Damage Bonus: none

Tres Fact: var. Points

POWERS Chill: The air will always be noticeably chilled when a Fell Spirit is present or about to manifest itself. Even on a warm summer’s day, the air will become cold and chilled and both people and animals will sense a foreboding and dread or even fear. In game terms, this will amount to no more than the gamemaster telling the characters that the air has suddenly grown cold and that their characters are feeling uneasy or even have a sense of dread about that place they are located. If the gamemaster feels it is appropriate then they could also use an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Incorporeal: Fell Spirits are immaterial, and are not subject to the limitations of the physical beings nor can they take physical damage. Magic Spells: Fell Spirits may know some sorcery including Bladeshattering, Create Light, Evoke Fear, Fog-raising, Forgetfulness, Holding-spell, Spellbinding. Fell Spirits do not make Stamina rolls after casting spells. Some Fell Spirits, particularly the most powerful ones, know additional spells selected from this list: Blast of Sorcery, Command, Misdirection, Power of the Land, Shadow of Fear, Slumber, Veiling Shadow. Spirit Combat: Fell Spirits can attack in spirit combat, consisting of a POW vs. POW resistance roll. This will appear as if the Fell Spirit is glimpsed as clawing at, enveloping, or otherwise physically attacking the target. If the Fell Spirit overcomes the target’s POW, he or she loses 1D3 power points. If the character can overcome the Fell Spirit, he or she causes it to lose 1D3 power points. More powerful Fell Spirits drain 1D6 power points from a target in a single combat round, but will only lose 1D3 power points if overcome by the intended target. This combat continues each combat round until the target is unconscious, or either side has fled. A Fell Spirit will flee before it reaches 0 power points. A Fell Spirit that reduces a character to 0 power points may possess him or her, usually causing the victim to commit suicide or harm another person.

Fell Spirits have no hit points nor do they possess armour unless they take on a physical form. Strike Rank

Weapon Spirit combat

1

Percent Damage age POW vs 1D3 to 1D6 POW power points

@

POW varies based on how powerful the spirit is, from 2D6+6 to 5D6+6. Skills: Fell Spirits do not possess skills as such but assume the following skills if they are required: Speak (Blackspeach) 90%, Speak (Westron) 90%, Sense 90%. e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Creatures- page.67


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characteristics are suspended until it becomes physical again.

SPECTRES Spectres are Spirits of power and fear that are oft called by powerful Sorcerers and Necromancers and sent forth to cause terror or assassinate their foes. For Spectres can cause tremendous fear within their victims and if their fear is strong enough, the victim will die of cardiac arrest. Other Spectres are Spirits sent forth by the Dark Powers to lie to and deceive men. They may take the form of, or create; Ghosts to enact their deception, for the presence of the Spectre would be too frightening and undermine the deceptions they are trying to weave amongst men. Their lies are always aimed at one purpose, to deceive men regarding the spiritual truths of their life after death with Eru Ilúvatar, and to attempt to beguile them and lead them into following and worshiping the Shadow. To this end, if sowing discord amongst families, peoples and nations suits their purposes of leading even just one person astray, then they will not stop to weave their webs of intrigue and deception. Oft when a conjured Ghost appears, the observer will be unaware of the presence of the Spectre manipulating and speaking through the Ghost. Only if some form of spirit detection magic is being used by the observer will they see at the edge of their vision another wispy, shadowy figure. It will only appear at the edge of their vision and never be able to be clearly observed. This should warn the observer that something more than just an apparition is being observed. A Spectre exists primarily within the spiritual realm however when a Spectre attempts to engage an opponent in combat, it must take on physical form. It takes the Spectre one combat round to manifest out of the shadows and become physical, and one combat round to return to its spiritual state. When forming, it can do no other actions than manifest or dematerialise. It must always manifest out of shadows however and will not be able to if the area it is located in is too brightly lit. Its potential victim will be aware of its presence long before it becomes physical however because fear would have gripped them due to the presence of the Spirit. Once physical, the Spectre can be attacked and killed. If killed, the physical body will evaporate and the Spirit will be cast into the Void forever.

Gamemaster note: Spectres posses only

INT and POW unless they take on their physical form in order to initiate combat. Otherwise, the Spirit will remain in the spiritual realm and unable to attack, or be attacked by any living being. The statistics below are for the Spirit when it is in physical form. Its POW and INT remain the same when it is in spiritual form, but all other

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+6 3D6 2D6+6 2D6+6 4D6+6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 20 10-11 13-14 13-14 20 10-11

MOVE: 10 HIT POINTS: 13 Damage Bonus +1D6 Tres Fact: N/A Points 5/5** 5/5** 5/5** 5/6** 5/4** 5/4** 5/5**

NOTE: A Spectre possesses 5pts of natural armour when in physical form. Weapon Claw Fear Attack

Strike Percentage Damage Rank 1D6+1+db bleed 4 75% POW vs special 12 CON

For a Spectre to use their Fear Attack they must strike their victim with their cruelly clawed hands. If a Spectre’s Claw attack succeeds in striking its target, the victim will then suffer a Fear Attack at the end of the combat round in which they were struck by the Spectre’s claw. ** Due to the spirit nature of the Spectre, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Spectre. Skills: Spectres do not possess skills as such but assume the following skills if they are required: Speak (Blackspeach) 90%, Speak (Westron) 90%, Sense 90%. POWERS Chill: The air will always be noticeably chilled when a Spectre is present or about to manifest itself. Even on a warm summer’s day, the air will become cold and chilled and both people and animals will sense a foreboding, dread and fear. In game terms, this will amount to no more than the gamemaster telling the characters that the air has suddenly grown cold and that their characters are feeling uneasy or even have a sense of dread about that place they are located. When the Spectre appears however, those present

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will suffer an Aura Attack (see Overwhelming Presence below). Fear Attack: A Spectres primary method of attack is its Fear Attack. The Fear Attack is a direct assault on the victim’s psyche and adrenal systems, presenting the victim with such an overwhelming sense of terror and dread that, in the most extreme cases, they may cause instant death from systemic shock and cardiac arrest. Fear Attack is resolved by matching the Spectre’s POW verses the victims CON in a POW vs. CON resistance roll on the Resistance Table. If the Spectre succeeds, the victim will suffer a loss of 1D3 current CON that combat round. The spirit will then attempt to strike the victim again to cause another Fear Attack. If the Spectre’s attack is a Special success, the victim will lose 1D6 current CON instead. Should the Spectre score a Critical success, the victim will lose 1D6 current CON and then be required to make a Stamina roll based on their reduced CON characteristic. If the victim fails or fumbles the Stamina roll, they die instantly from heart failure. If they pass the Stamina roll, the victim will still lose 1D6 current CON. The Spectre can only use their Fear Attack on targets that they have hit with their claws that combat round. The Spectre does not need to penetrate armour with their claws for a Fear Attack to occur, as the fear is born more from the Spectre’s presence than it is from any physical harm. Should an intended victim fall unconscious before they suffer a Fear Attack, the unconscious person will then be immune to suffering any Fear Attacks until they regain consciousness. The Spectre will probably then however resort to using its claws to dispatch the victim. Magic Spells: Spectres may know some sorcery including Bladeshattering, Fog-raising, Forgetfulness, Holding-spell, Spellbinding. Spectres do not make Stamina rolls after casting spells. Some Spectres, particularly the most powerful ones, know additional spells selected from this list: Blast of Sorcery, Command, Misdirection, Power of the Land, Slumber, Veiling Shadow. Overwhelming Presence: The appearance of a Spectre (in either spiritual of physical form) is frightening and overpowering to say the least. When a Spectre is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -50% penalty to their resistance roll attempt.

STOORWORMS There are nameless things that gnaw away at the roots of Middle-earth, in the great and fiery Underdeeps. Only a few amongst the Free Peoples have ever journeyed into the depths and laid eyes upon such beasts, fewer still have lived to return and tell their tale. Only once or twice in the annals of Middle-earth have any of these creatures ever come to the surface. When they have, these vial creatures have wrought devastation across the countryside until they have been killed. Amongst the tales of the Dwarves however, they speak of the fearsome Stoorworms that have sometimes burrowed their way into the mines of the Dwarves. These creatures possess a head that resembles that of a dragon; however their bodies resemble more that of a snake. Limbless and agile these creatures very breath is a poisonous fume.

Gamemaster note: A Stoorworm is a

formidable foe. They should be used as the ultimate or penultimate adversary in any campaign that takes the characters into the depths of the earth. They should never be encountered above ground unless it is a major campaign that takes place in realms under the sway of the Shadow, such as Angmar or Mordor, and then it should be only once. Also when characters engage a Stoorworm in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Body Head Weapon Bite Breath

20D6 3D6+12 30D6 5 1D6+12 2D6 Melee 01-06 07-14 15-20

Average 70 32 105 5 16 7

MOVE:10 HIT POINTS: 69 Damage Bonus: +10D6 Tres Fact: N/A Points 8/23 8/28 8/23

Strike Percentage Damage Rank 1D10+10D6bleed 10 85% Special 12 100%

Skills: Darkvision 80%, Listen 80%, Spot (while in sunlight) 40%, Sense 80%, Track by Smell 50% POWERS Poison Breath: The Stoorworm can emit a cloud of poisonous gas once per combat round. It costs the Stoorworm 1D8 power points to emit the poisonous cloud. The Stoorworm’s poison cloud remains for five e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Creatures- page.69


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combat rounds (1 minute) before losing its effectiveness. The poisonous breath is not toxic long term but it does deny breathable air to any within a ten metre radius of the head of the creature. The rules governing how to deal with being choked by this breath are found in the BRP Spot Rules Chocking, Drowning and Asphyxiation on p.218 of the BRP rulebook. Overwhelming Presence: The sight of a Stoorworm is frightening, overpowering and awe inspiring to say the least. When a Stoorworm is encountered in close proximity, the characters will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -20% penalty to their resistance roll attempt. Regeneration: A Stoorworm can regenerate two hit points per Combat Round in every damaged hit location. However, this regeneration will cease if the Stoorworm dies.

clever and dangerous when comparison with their duller cousins. Trolls fall into various different varieties, depending on their origins, habitat and habits. The types known to have existed in Middle-earth are detailed hereafter; however these sub-species may overlap with one another. Trolls are capable of dealing a punishing blow with even the simplest of weapons - from sticks to boulders to crude spiked clubs - while their rocklike skin provides an excellent natural defence that can turn aside the blade of even the most skilled warrior.

Gamemaster note: when characters engage a Troll in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used.

CAVE

TROLLS Lumbering evil creatures originated by Melkor, trolls are as dim-witted as they are strong. Their origins are mysterious. It would appear that the Trolls were bread in mockery of the Ents. The Dark Enemy had no power to create thinking beings by his own will, however, but instead twisted all he could to serve his will. It seems possible that the first Trolls were twisted and corrupted Ents, but the Wise cannot prove this. It would appear however that the different types of Trolls may have independent origins, which would explain why some are able to withstand sunlight while others are destroyed by it. However they came into existence, the Wise do know that Trolls had appeared before the end of the First Age for their first mention in history was in the great battle known as the Nirnaeth Arnoediad, where they formed the bodyguard of Gothmog, Lord of Balrogs. The history of the Trolls after the Nirnaeth is not well known, though at least some must have escaped eastwards from the destruction at the end of that Age. It is clear that some remained under the control of Sauron, and he was able to send some to Moria after its fall in the Third Age. Many others wandered wild in Middle-earth, especially in the northern Misty Mountains and the lands westward. The regions known as the Troll-fells and Trollshaws were named for the Trolls that lurked there. Trolls in general were a primitive race: though they could communicate in a rough manner, they had no knowledge of even basic technologies such as building (though they did use caves as dwellings). There were differences between the various types of Troll, and those that emerged in the later Third Age were considered especially

TROLLS

Cave trolls are so named because they have taken to living underground in deep caverns and complexes. They are similar in overall shape to Hill trolls, but Cave trolls have grown much larger and more formidable in the darkness of their underground lairs. The similarity in appearance has led the Wise to believe that perhaps the Cave trolls are descended from Hill trolls, though it has also been disputed that perhaps it was the other way around. Cave trolls stand at around 4.8 metres (sixteen feet) in height when fully grown, and sometimes grow even larger still. They have a greenish-grey coloured scaly skin. In addition, they possess the toughness of their Hill troll brethren when it comes to the thickness of their hides. This gives them formidable natural protection. Life in the darkness however has given them poor eyesight, and they more often rely on smell than they do by sight when it comes to hunting prey. Their eyes are quite small when compared to their massive heads, but the sensitivity of their nostrils more than makes up for what is lacking in their eyesight. The Wise believe that after the destruction of Beleriand, these creatures fled the wrath of the Valar and sought refuge in the deep caverns of the world. In fear of the Valar’s wrath, these Trolls came to shun the surface world living their entire lives instead within the foreboding darkness of their caves. As time progressed, they evolved to become an independent breed all on their own. Today, Cave trolls live in most of the great cave systems of Middle-earth, especially in the larger caverns where they can move around and explore for food freely without their huge bulks getting in the way of any narrow cave walls. They are most commonly found in the mountains of Angmar, the Misty Mountains, and the Grey Mountains but they have

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certainly been seen in caverns in other areas of Middle-earth. They never go above ground, nor into shallow caves, so adventurer’s have only ever seen signs of these creatures deep within mountain ranges. They are not particularly social creatures, however several of this breed may live together. It is also rumoured among the Free Peoples that the Goblins and Orcs of the Misty Mountains have learned to tame and breed these creatures, making their strongholds even more dangerous places than otherwise would be expected to be. Where they do coexist, the Orcs like to pride themselves that they have tamed their pets, however most Trolls are only controllable if they are kept very well fed. Every Orc Troll-handler worth their salt will tell you that!

Note: all weapons are designed for a large creature to use.

Gamemaster note: If even one ray of

FOREST

sunlight touches a Cave troll’s skin, the spell that made their ancestors will be undone and they will return to the stone from which they were made. Cave trolls are not hoarding beasts but treasure may be found in the refuse of their meals, if player characters are adventurous enough to endure the stench of the Cave trolls refuse in order to find anything worth salvaging. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+24 4D6+18 4D6+18 1D6+1 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 38 32 32 5 7 10

MOVE: 12 HIT POINTS: 32 Damage Bonus: +3D6 Tres Fact: 8 Points 10/11 10/11 10/11 10/14 10/9 10/9 10/11

NOTE: Cave trolls have 10pt natural armour and do not wear any clothing or other armour. Strike Rank

Weapon Club

5

Maul

3

Fist

7

Kick/Stomp

7

Thrown Rock

9

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 1D3+db crush 50% +knockback 1D6+db crush 60% +knockback 45% 2D6+½db crush

Skills: Grapple 75%, Language (understand Blackspeech) 40%, Language (understand Westron) 40%, Listen 75%, Smell 80%, Spot 40%, Throw 45%. POWERS Curse of Sunlight: If so much as one ray of sunlight strikes any part of a Cave troll, the spell that made it’s ancestors will be broken and it will be turned back to the stone from which is was moulded. The Troll will die instantly, frozen forever in the pose it was in when the sunlight struck the creature, becoming no more than a lifelike stone statue of the creature.

TROLLS

Forest trolls are so named because of two reasons; their green tinged skin colour and the fact that they are found in, or close too forests that have a thick canopy. That they are descended in the lineage of the Stone trolls, few can doubt, for they share the Stone trolls weakness when exposed to sunlight. If the Wise are correct in their understanding of the Stone trolls being one of the original stocks of Trolls, then the Forest Trolls would have been breed from this original stock. Forest trolls stand at around 3 metres (10 feet) tall and have a more man-like appearance, but share the Stone troll features of a stout body, bowed legs and heads with a thick set neck. Their arms are more man-like in proportion to their bodies, but they retain the foul temperament and stupidity that Trolls seem to possess in abundance. During daylight hours, Forest trolls will retreat to their shallow caves and rock overhands. These lairs are hidden beneath thick forests canopies in order to avoid the sun. For sunlight is lethal to them, breaking the spell that forged their ancestors and turning the Forest troll to stone forever. These creatures are very active at night and will wonder a fair distance from their lairs in search of food. They are quite numerous as a species of Troll and, along with Hill trolls, are the mostly likely Troll types to be encountered when journeying in the wilds. Forest trolls wear animal skins, such as bear or aurochs hides and use tree trunks as clubs.

Gamemaster note: Forest trolls will never be seen during the daylight hours, for if even one ray of sunlight touches their skin, the spell that made their ancestors will be undone and they will return to the stone from which they were made. Forest trolls are hoarding beasts and will collect the trophies of their meals and keep them in their lairs (a shallow cave or rock overhang, under a thick forest canopy somewhere within the forest). Forest trolls are social

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creatures, gathering into family groups of a half dozen or so individuals. They figure that there is a better chance to catch food if there is a group of them working together. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+12 4D6+6 4D6+6 1D6+3 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 20 20 7 7 10

MOVE: 12 HIT POINTS: 20 Damage Bonus: +2D6 Tres Fact: 20 Points 8/7 8/7 8/7 8/9 8/6 8/6 8/7

NOTE: Forest trolls have 8pt natural armour put their ragged clothing may afford another 1or 2 points of armour above this to the hit locations where the garments are worn (usually their Abdomen & Chest) Strike Rank

Weapon Club

5

Maul

3

Fist

7

Kick/Stomp

7

Thrown Rock

9

Percent Damage age 2D6+db crush 45% +knockback 1D10+2+db crsh 45% +knockback 1D3+db crush 50% +knockback 1D6+db crush 45% +knockback 2D6+½db crush 35%

Note: all weapons are of primitive make (eg, the Forest trolls club may be a tree trunk) and designed for a large creature to use. Skills: Grapple 45%, Language (Blackspeech) 35%, Language (Westron) 35%, Listen 55%, Sense 45%, Spot 55%, Throw 35%. POWERS Curse of Sunlight: If so much as one ray of sunlight strikes any part of a Forest troll, the spell that made it’s ancestors will be broken and it will be turned back to the stone from which is was moulded. The Troll will die instantly, frozen forever in the pose it was in when the sunlight struck the creature, becoming no more than a lifelike stone statue of the creature.

HILL

TROLLS

Hill trolls, along with their Forest troll cousins, are the most prolific species of troll within Middle-earth. The Wise believe that Hill trolls are descended from Stone troll stock due to their weakness to sunlight, and they believe it was these trolls that formed the bodyguard of Gothmog, Lord of Balrogs, during the great battle known as the Nirnaeth Arnoediad. They are, as all Trolls are, voracious meat eaters, devouring any flesh they can find, including man-flesh. They don’t care if it’s raw or cooked, as long as it is in their bellies. Their favourite food however is Dwarven jelly. That’s where you take one dwarf (more is better) and sit on it until you squash it to a nice tender consistency, and then eat it. Not surprisingly, Dwarves are very offended with this Troll recipe. Hill trolls stand at around 3.6 metres (12 feet) tall and have a brownish tinge to their skin that makes them look like they have been covered in dirt or mud. Their skin is much tougher than that of their Forest troll cousins but not as tough as that of a Stone trolls. They are more Troll like in appearance than Forest and Stone Trolls (who appear more manlike), and they have stout bodies, long ape like arms, bowed legs and head with a thick set muscular neck. Their hands however, end in vicious claws that are larger than other Troll-kinds claws. This makes them especially dangerous even if they are unarmed. Hill trolls are so named more for their complexion and size than for the habitat they live in, for they tend to be found in the same type of forest environments as are Forest trolls. They travel in small groups of up to four individuals as more would make it difficult to find enough food. But they can also be solitary creatures.

Gamemaster note: Hill trolls will never be

seen during the daylight hours, for if even one ray of sunlight touches their skin, the spell that made their ancestors will be undone and they will return to the stone from which they were made. Hill trolls are hoarding beasts and will collect the trophies of their meals and keep them in their lairs (a shallow cave or rock overhang, under a thick forest canopy somewhere within the forest). Small groups of Hill trolls are usually made up of relatives, and if one shows more wits and cunning than the others, he will become the leader of that group. If there is no clear leader, then the group will generally argue over decisions, which frequently will result in them beating each other. The one that wins the fight will be the one who gets his way. This causes frequent discontentment and dissention amongst the group. Something that savvy travellers who have been captured by Hill trolls have been able to exploit in order to escape becoming the Hill trolls next meal.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+12 4D6+8 4D6+8 1D6+3 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 22 22 7 7 10

MOVE: 12 HIT POINTS: 22 Damage Bonus: +2D6 Tres Fact: 20 Points 8/8 8/8 8/8 8/10 8/6 8/6 8/8

NOTE: Hill trolls have 8pt natural armour but their ragged clothing may afford another 1or 2 points of armour above this to the hit locations where the garments are worn (usually the Abdomen & Chest) Strike Rank

Weapon Club

5

Maul

3

Claws

#

7

Kick/Stomp

7

Thrown Rock

9

Percent Damage age 2D6+db crush 55% +knockback 1D10+2+db crsh 55% +knockback 1D8+db bleed 65% +knockback 1D6+db crush 55% +knockback 55% 2D6+½db crush

#

Hill trolls can attack with two claw attacks per combat round if not using a melee weapon, throwing a rock or attempting to kick/stomp a target.

Note: all weapons are of primitive make (eg, the Hill trolls club may be a tree trunk) and designed for a large creature to use. Skills: Grapple 55%, Language (Blackspeech) 35%, Language (Westron) 40%, Listen 55%, Sense 55%, Spot 55%, Throw 55%. POWERS Curse of Sunlight: If so much as one ray of sunlight strikes any part of a Hill troll, the spell that made it’s ancestors will be broken and it will be turned back to the stone from which is was moulded. The Troll will die instantly, frozen forever in the pose it was in when the sunlight struck the creature, becoming no more than a lifelike stone statue of the creature.

MOUNTAIN

TROLLS

Mountain trolls are believed by the Wise to have originated from the breeding of Hill and Cave trolls. Their predominant habitat is that of the Ash Mountains and the Mountains of Shadow that make up Mordor’s western, northern and southern borders, however they are found in mountains elsewhere in Middle-earth and have been seen in and around Dol Guldur. Whether they were bread in Mordor and have been let loose into those mountains, or whether the Dark Lord encouraged the migration of these beasts to the mountains of Mordor, is uncertain. They are certainly prolific within Mordor and are used as both beasts of burden and shock troops for Mordor’s armies. They have also been known to be used to pull Mordor’s siege weapons into battle. In fact it was this kind of Troll that wielded the great battering-ram Grond, and pushed the siege towers of Mordor into place alongside the walls of Minas Tirith during the Battle of the Pelennor Fields. Mountain trolls are more intelligent than their brethren, though this intelligence is more related to this breed of Trolls training in battle and the use of weapons. As such, it is perhaps more correct to say that they are more cunning than their brethren and often are bettered armed for war. In addition, they are often bred, raised and herded by Orc handlers. As such, Mountain trolls are more used to being led by their Orc overseers and will follow orders and direction better than most of the breeds of Trolls in Middle-earth. This gives the armies of Mordor a decided advantage when it comes to warfare against the Free Peoples, for a Mountain troll is a formidable opponent. Mountain trolls stand at around the same height as a Stone troll at just over four metres tall (thirteen to fourteen feet) when fully grown. Like Hill and Cave trolls, they do not possess toes. Their skin is more brown or grey in colour and they sometimes grow small toughs of hair on their heads. Unlike Hill trolls, Mountain trolls do not have the sharp claws common to the Hill troll. Mountain trolls eyesight is also much stronger than that of Cave trolls. An unusual feature of Mountain trolls, however, is that they are not turned to stone by sunlight. This has led the Wise to believe that the Mountain toll is a recent breeding experiment of the Dark Lord, an attempt to improve the species whilst breaking the main weakness of the whole race of Trolls. The fact that they can operate in sunlight is ill news for the armies of the Free Peoples and the armies of Gondor in particular. More than a few of the brave soldiers of Gondor have met their end due to an encounter with a Mountain troll. This ability to operate in daylight is not without its problems however, for sunlight still curses the Troll race and Mountain trolls find sunlight painful

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to their eyes. As such they will operate at a penalty to their perception when in broad daylight. Therefore Mountain trolls prefer to not be outdoors during daylight hours unless they are forced to by their Orc overseers.

Gamemaster note: All Mountain trolls

suffer a -40% penalty to all Perception and Combat related skills when outdoors in broad daylight and a -20% penalty when outdoors in cloudy and overcast conditions. Only heavily overcast conditions will mitigate against this penalty. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+18 4D6+18 4D6+12 2D6 2D6+3 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 32 32 25-26 7 10 10

MOVE: 12 HIT POINTS: 29 Damage Bonus: +3D6 Tres Fact: 12 Points 10/10 10/10 10/10 10/12 10/8 10/8 10/10

NOTE: Mountain trolls have 10pt natural armour but often wear armour such as leather, ring, scale and plate armour. Strike Rank

Weapon Club

3

Maul

3

Great Sword Great Hammer Pike

3 3 2

Fist

7

Kick/Stomp

7

Thrown Rock

9

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 75% 2D8+db bleed 75% 1D10+3+db crsh 75% 1D10+2+db imp 1D3+db crush 50% +knockback 1D6+db crush 60% +knockback 45% 2D6+½db crush

Note: all weapons are designed for a large creature to use. Skills: Grapple 75%, Language (understand Blackspeech) 70%, Language (understand Westron) 70%, Listen 75%, Smell 80%, Spot 80%, Throw 45%.

SNOW

TROLLS

Snow trolls are very similar in size and overall shape to that of Hill trolls. So much so that the Wise have come to believe that Snow trolls hale from Hill trolls who migrated into the north of Middle-earth and adapted to life in the extreme cold. They may have been bred during the First Age to defend the icy northern marches of Angband. They are however an independent breed and differ in a number of characteristics. Snow trolls are stockier than Hill trolls, are white skinned and are covered in a white course fur. They stand at about the same height as that of a Hill troll, ie 3.6 metres (12 feet) tall, but do not possess the very sharp claws of a Hill troll. Very little is known about Snow trolls for few travel into the frozen wastes of northern Middle-earth to encounter one. Today they are found across the Northern Waste and Forochel, living in ice caves and proving a bane for the Lossoth. At times they have been known to gather in numbers to the stronghold of a Helegrog to serve in its forces. However these are fairly solitary creatures that gather in no more than two’s or three’s at any other time, for food is scarce in the frozen north and too many big mouths to feed is a burden. They suffer the same fate as that of other Trolls when exposed to direct sunlight. Curiously though, instead of turning into rock or stone, a Snow troll will turn to a statue of ice if exposed to sunlight, and will eventually melt away if the brief summers are warm enough in the north.

Gamemaster note: Snow trolls will never be seen during the daylight hours, for if even one ray of sunlight touches their skin, the spell that made their ancestors will be undone and they will be turned to ice forever. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+12 4D6+18 4D6+8 1D6+3 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 32 22 7 7 10

MOVE: 12 HIT POINTS: 27 Damage Bonus: +2D6 Tres Fact: 4 Points 9/9 9/9 9/9 9/11 9/7 9/7 9/9

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NOTE: Snow trolls have 9pt natural armour and fur. They do not wear additional armour unless given to them whilst in service to a Helegrog. Strike Rank

Weapon Club

5

Maul

3

Kick/Stomp

7

Thrown Rock

9

Percent Damage age 2D6+db crush 55% +knockback 1D10+2+db crsh 55% +knockback 1D6+db crush 55% +knockback 55% 2D6+½db crush

sunlight broke the power of the spell that made them. The Black Enemy was forced to keep his Stone tolls under cover of darkness and so they became mostly guards within the caverns of Angband.

Note: all weapons are designed for a large creature to use. Skills: Grapple 55%, Language (understand Blackspeech) 35%, Language (understand Westron) 40%, Listen 55%, Sense 55%, Spot 55%, Throw 55%. POWERS Curse of Sunlight: If so much as one ray of sunlight strikes any part of a Snow troll, the spell that made its ancestors will be broken and it will be turned to ice forever. The Troll will die instantly, frozen forever in the pose it was in when the sunlight struck the creature, becoming no more than a lifelike ice statue of the creature.

STONE

TROLLS

Stone trolls look more like large, oafish and vicious Men than they do true trolls. That is because the origin of the Stone trolls is different to that of the other Troll breeds. Before the dawn of the Sun, Melkor used powerful sorcery to corrupt and shape rock and stone, animating it into the pseudo-creatures that are now known today as the Stone Trolls. This he did in mockery of the Ents and with the intent of creating creatures that could contend against the Ents in strength. The result was less than desired. The creatures produced by this sorcery were intelligent but stupid and did not match the strength of the Ents. Stone trolls are perhaps the oldest breed of Troll. Standing at over four metres (around thirteen to fourteen feet) in height, Stone trolls have stout bodies, long ape like arms, bowed legs and heads almost devoid of a neck. Their skin is grey in colour, hence the name given to them, bumpy and hard as rock. When the Sun and Moon first appeared over Arda, many of this breed of Troll were caught out in the new daylight. The Stone-trolls were corrupted from rock and stone, and they returned to this form when exposed to the light of the sun for

This curse of sunlight persists to this day. With this in mind, adventurers travelling within the Trollshaws, perhaps striking east from the Lone-lands on their way to Rivendell, should avoid roaming about by night or wandering near to darkened caves and shadowed ruins, unless they are seeking confrontation. Rare is the adventurer who has faced a Stone-troll alone in battle and lived to recount the tale in the inns of Eriador.

Gamemaster note: Stone trolls will never be

seen during the daylight hours, for if even one ray of sunlight touches their skin, the spell that made them will be undone and they will return to the stone from which they were made. Stone trolls are hoarding beasts and will collect the trophies of their meals and keep them in their lairs (a cave somewhere nearby where they will be found). Stone trolls are social creatures and will gather together in a family group of up to a half dozen siblings. They reason that if there are a few of them, there is a better chance of catching food, too many of them, however and they may chase food away. That’s pretty smart thinking for a Troll!

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+12 4D6+12 4D6+12 1D6+3 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 25-26 25-26 7 7 10

MOVE: 12 HIT POINTS: 26 Damage Bonus: +2D6 Tres Fact: 20 Points 12/9 12/9 12/9 12/11 12/7 12/7 12/9

NOTE: Stone trolls have 12pt natural armour due to their origin from rock and stone. Strike Rank

Weapon Club

5

Maul

3

Fist

7

Kick/Stomp

7

Thrown Rock

9

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 1D3+db crush 50% +knockback 1D6+db crush 60% +knockback 45% 2D6+½db crush

Note: all weapons are of primitive make (eg, the Stone trolls club may be a tree trunk) and designed for a large creature to use. Skills: Grapple 75%, Language (Blackspeech) 40%, Language (Westron) 40%, Listen 75%, Sense 50%, Spot 85%, Throw 45%. POWERS Curse of Sunlight: If so much as one ray of sunlight strikes any part of a Stone troll, the spell that made it’s ancestors will be broken and it will be turned back to the stone from which is was moulded. The Troll will die instantly, frozen forever in the pose it was in when the sunlight struck the creature, becoming no more than a lifelike stone statue of the creature.

PIRTEREG

TROLLS (HALF-TROLLS)

Pirtereg (sing. Pertorog) trolls are the result of the union of Olog-hai and Variag men in Far Harad. This foul union has created a Half-troll that vaguely resembles men. Half-trolls are around 2.1 metres (7 feet) in height, have jet-black skin, long sharp red tongues, and have iridescent red or white eyes. They also differ from Olog-hai in other ways, for they and are quicker and more agile than Black trolls and are as intelligent as men. Half-trolls will avoid other Trolls living instead in communities of their own or acting as bodyguards, assassins or lording over the Variag people as Warlords. Half-trolls are unaffected by sunlight. Gamemaster note: The Variag people

despise the Half-trolls and the Dark Lord who bread them, but they fear these creatures and their master even more. In war, the Variag people will generally be lead by a Pertorog Warlord and it is these creatures that are the celebrated, revered and feared heroes of their people. Some of these Half-troll heroes have been known to grow to around 2.7 metres (9 feet) in height. The Pertorog trolls are now well established amongst the Variag people and the forces of Gondor have encountered them on several occasions in their battles with the peoples of Harad and Umbar. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+12 4D6+6 3D6+6 2D6+6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 20 17 13 10-11 10-11

MOVE: 10 HIT POINTS: 19 Damage Bonus: +2D6 Tres Fact: 20 Points 4/7 4/7 4/7 4/9 4/6 4/6 4/7

NOTE: Half-trolls have 4pt natural armour but often wear armour such as leather, ring, scale and plate armour. Weapon

Strike Rank

Club

3

Maul

3

Great Sword

3

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 75% 2D8+db bleed

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Great Hammer

3

75%

Fist

7

50%

Kick

7

60%

1D10+3+db crsh 1D3+db crush +knockback 1D6+db crush +knockback

Note: all weapons are designed for man-sized use. Skills: Appraise 45%, Grapple 55%, Language (Blackspeech) 50%, Language (Variag) 80%, Language (Westron) 70%, Listen 55%, Sorcery 80%, Spot 50%, Status 45% POWERS Magic: Generally only Warlords, Champions, Sorcerers or Necromancers know any spells but very experienced Half-trolls may learn any spells from any Spell Speciality except Secret Fire.

OLOG-HAI

TROLLS (BLACK TROLLS)

Unlike their lesser kin, the Olog-hai are possessed of military minds and training. Rather than clustering in family groups, they form hosts and armies in camps upon the Plateau of Gorgoroth. They take orders from their commanders, who are chosen by strength of arms, to issue commands through lieutenants. The commanders themselves take orders only from the Dark Lord or his Nazgûl.

Gamemaster note: The Olog-hai only leave

Mordor or Dol Guldur on orders. The Dark Lord does not wish to reveal too much in the early stages of his preparations for the Great War to end the Third Age and subjugate the Free Peoples of Middle-earth to his will. Thus he keeps his most secret weapons still well hidden from the spies of Gondor. When the Black trolls do travel abroad, they travel in small patrols of five up to a dozen with a lieutenant in charge of the company. On very rare occasions, the Olog-hai have served as body guards for some emissary of Mordor, such as the Mouth of Sauron. Characteristic Roll

Olog-hai (or Black trolls) were bred by the Dark Lord in an attempt to overcome the shortcomings inherent in his masters creation. These creatures are clearly descended from Hill and Mountain troll stock but are far more cunning and stronger than their parent breeds. The Olog-hai really only began to appear in any number towards the end of the Third Age. Prior to this period they can only be found as single creatures commanding armies for the Dark Lord and his minions. Indeed, they have perhaps only been seen once or twice before the period of the War of the Ring, and then it is debatable as to whether these individual Troll commanders where in fact Olog-hai. The Black trolls dwell in Mordor and southern Mirkwood awaiting the will of their master. When they appear elsewhere in Middle-earth, it is only at the command of the Dark Lord, for prior to the War of the Ring, he possessed too few Black trolls to risk the loss of even one of them through death or misadventure. Olog-hai differ from their lesser kin in a number of ways. They are darker skinned than their brethren, with their skin being a dark grey, almost charcoal in colour. Black trolls have orange pupils in their eyes, reflecting the malice of their master. Their legs are longer and straighter than their lesser brethren, given them a less bowed, more upright stance. Though they are the same height as their Mountain troll parents, they stand taller due to this one fact. Also Black trolls have great knotted, muscular hands that give them the appearance of the limbs of an old tree. One very important feature of the Black trolls is that they can operate freely, without hindrance or harmful effect, in full sunlight.

STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

4D6+20 4D6+18 4D6+14 2D6+3 3D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 34 32 28 10 10-11 10

MOVE: 12 HIT POINTS: 30 Damage Bonus: +3D6 Tres Fact: 20 Points 10/10 10/10 10/10 10/12 10/8 10/8 10/10

NOTE: Black trolls have 10pt natural armour but often wear armour such as leather, ring, scale and plate armour. Weapon

Strike Rank

Club

3

Maul

3

Great Sword Great Hammer Pike

3 3 2

Fist

7

Kick/Stomp

7

Thrown Rock

9

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 75% 2D8+db bleed 75% 1D10+3+db crsh 75% 1D10+2+db imp 1D3+db crush 50% +knockback 1D6+db crush 60% +knockback 45% 2D6+½db crush

Note: all weapons are designed for a large creature to use.

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Skills: Grapple 75%, Language (Blackspeech) 50%, Language (Westron) 50%, Listen 75%, Smell 70%, Spot 80%, Sorcery 45%, Throw 45%. POWERS Magic: Generally only Olog-hai Shamans know any spells but very experienced Black trolls may learn any spells from any Spell Speciality except Secret Fire.

VAMPIRE Many are the speculations of the Wise as to the origins of the Vampires, for no tale tells of their true beginning. But in the First Age of the Sun in the Wars of Beleriand it is told how, in the winged form made large and armed with talons of steel, Vampire spirits came into the service of Melkor the Dark Enemy. Indeed, many of his chief servants took form as a Vampire in order to travel quickly from Angband to Tol-in-Gaurhoth during the First Age. In the Quest of the Silmaril, Thuringwethil, the “woman of secret shadow”, was a mighty Vampire and was the chief messenger who travelled between Angband and Tol-in-Gaurhoth, where Sauron commanded the Werewolf Legions. She used a shaping cloak that gave her the power to take the shape of a great bat and to give her substance within the physical world. When Tol-inGaurhoth fell, Thuringwethil lost her cloak and her dread spirit fled, never to return. Though many of the chief servants of the Dark Enemy were capable of assuming the winged form of a giant Vampire bat, it seems clear that these were creatures unto themselves, servants and messengers of the Dark Enemy during the First Age, Fell Spirits imbibed with great power. When Beleriand fell into the sea, most of these creatures perished in that cataclysm. Some however did manage to escape the wrath of the Valar and went into hiding in the east and far south of Middle-earth. When the power of Mordor grew, some of these survivors returned to their former Lieutenant, and now the new Dark Lord, to once again serve the Shadow. These creatures were Fell Spirits gifted with great power and possessing of a mantle that allowed them a physical form in Arda. That mantle often took the form of a tattered fell cloak, and it gave the Spirit the ability to take the shape of a great bat at will or to appear as a horrid bat-like creature. In both forms, the leading edges of the great bats wings, and the talons on the end of the bat-creatures arms were made as of cruel steel. Such horrors were adept at the use of Sorcery and stealth, acting as spies for the Enemy as well as his messengers. Were the Vampire ever to become

separated from its mantle, the creature would return to its spirit form and be unable to take physical form ever again. Creatures of the dark and of the night, sunlight was harmful to these beings and they would avoid any direct contact with its rays. During the early Second Age the Dark Lord Sauron attempted to rebreed from the surviving Vampires a new race of these abominations. The failed results gave rise to a much lesser beast called the Merrevail. The few surviving Vampires still remember only too well the Wrath of the Valar and are only too eager to remain hidden as much as possible. They will still act occasionally as messengers, but now prefer to hide in the dark caverns, halls and dungeons of Mordor, Dol Guldur and Angmar, for they fear that they will be cast from Arda, into the Void forever, never to return.

Gamemaster note: The Vampires in service

to the Dark Lord will only ever leave Angmar, Mordor or Dol Guldur on the most rarest of occasions and only then under the direct orders of the Dark Lord. They will travel only at night and avoid daylight at all times. For each full Turn of exposure to direct sunlight, a Vampire will begin to decay, losing 1 POW per Turn (25 combat rounds or 5 minutes). Should the creature be reduced to 0 POW, it will become unbound from the physical realm and cast from the spiritual realm into the Void forever, never to return. Should the Vampire be killed physically though combat or misadventure, it will dissipate, leaving its mantle (usually a tattered cloak) behind. Should the cloak be left relatively close to where the creature was killed, come nightfall, the Vampire will be able to bind again to its mantle and once again take physical form. If the cloak is removed from the area, when nightfall comes, the unbound Fell Spirit has its Luck roll chance, POWx5, to attempt to find its mantle. Should it succeed it will reform physically. Should it fail in its first attempt, it can attempt another Luck roll on the second night since becoming unbound, but is chance is reduced to its POW x4. This will continue each night within the Fell Spirits Luck roll chance reduced my one multiplier (ie x3 on the third night, x2 on the fourth night and x1 on the fifth night) until it only has its POW x1 as its Luck roll chance. If the Fell Spirit fails it’s last Luck roll it will become unbound forever and be cast into the Void.

Gamemaster other note: Vampires have been known to drink the blood of the living, but this is a very rare event and has occurred only when the creature was in its Giant Bat form, never whilst in its Bat Creature form. The Wise speculate that the creature does not need to drink blood to survive but instead will only do so for a perverse sense of pleasure and to cause terror amongst the Free Peoples.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Bat Creature Right Leg Left Leg Body Right Wing Left Wing Head

POW POW 3D6+6 2D6+6 10D6 5D6

Average 35 35 17 13-14 35 17-18

MOVE: 10/12 fly HIT POINTS: 26 Damage Bonus +2D6 Tres Factor: 1000

Melee

Points

01-03 04-06 07-12 13-15 16-18 19-20

8/9 8/9 8/11 8/7 8/7 8/9

Weapon @

Bite

#

Claw # Claw Wing Blast

Melee

Points

01-03 04-06 07-12 13-15 16-18 19-20 Strike Rank

8/9 8/9 8/11 8/7 8/7 8/9

Overwhelming Presence: The presence of a Vampire is frightening. When a Vampire is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt.

Percentage Damage

9

90%

7 7 8

100% 100% 90%

Magic Spells: Vampire’s know all sorcery spells and may know spells from other spell specialities, but would never know any spells from the Secret Fire spell speciality. Poison: a Vampire’s bite contains a powerful anticoagulant that will prevent blood clotting for a full turn (25 combat rounds). Should a Vampire succeed in scoring damage to hit points from its bite, the foe will begin bleeding profusely losing 1 hit point per combat round for a total of 25 combat rounds. Any successful First Aid skill roll or the application of a healing potion or a healing spell will instantly staunch the flow of blood loss, stopping the additional 1 hit point loss per combat round as the result of this venom.

NOTE: Vampires have 8pts natural armour. Hit Location Giant Bat Right Claw Left Claw Body Right Wing Left Wing Head

dimmed, and anyone caught within this darkness is treated as being within semi-darkness as per the Darkness Spot Rules on p. 220 of the Basic Roleplaying rulebook, with all their Combat skills becoming Difficult.

1D6+½db bleed + poison 2D8+db bleed 2D8+db bleed *special

A Vampires STR and CON are equal to its POW. @

A Vampire will only bite, and has only been known to drink the blood of others, whilst in Giant Bat form. #

A Vampire can attack with two claw attacks each combat round.

Tainted Lair: The innate powers of a Vampire corrupt its home. Vile creatures are drawn to its abode, while good and natural creatures shun it. Anyone approaching the lair of a Vampire will feel unease and may become afraid (natural creatures will become spooked and flee in fear). Undead Stamina: Vampire’s are essentially undead creatures, being Fell Spirit beings. As such they need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Vampires do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason.

* A Vampire can attempt to create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the Vampire’s flight path-or within 5 metres if the creature is hovering must succeed in an Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Language (Blackspeach) 100%, Language (Westron) 100%, Listen 75%, Stealth 75%, Spot 70%, Sorcery 100%, Tracking 80% POWERS Cloaked in Darkness: Deep shadow surrounds the Vampire like a cloak of darkness. All non-magical light within 10 metres of it is extinguished or e G nesis 1:3 - And o G d said, e L“ t there be light,” and there was light. Creatures- page.79


John 1:5 - The light shines in the darkness, but the darkness has not overcome overcome it.

WATCHER IN THE WATER Many are the nameless things that gnaw away at the roots of Middle-earth. In deep subterranean lakes buried within the caverns at the roots of the mountains, strange creatures dwell in the darkness. Occasionally one of these creatures will find underground streams and follow them to the surface. There in stagnant ponds, where the water lies still and its depths murky, such creatures lay in wait for the unwary. The Watcher in the Water is one such creature that dwells in the stagnant lake that sits at the western gate to Moria. Few know of its existence, but those who have felt its presence seldom live to tell the tale of their encounter. Those amongst the Wise who have come to learn of its presence speculate that perhaps this foul creature was once a Kraken that found its way, through subterranean streams, to the west wall of Moria. Still others contend that it is a fell horror called forth from the depths of the mountain by Durin’s Bane, the Balrog of Moria. Despite this beast’s origin, the Wise agree that there must be others like it, for there are tales amongst the Dwarves that speak of tentacle beasts that lay within the still waters of subterranean lakes deep within the heart of the mountains. These creatures are almost never seen, but make their presence felt when the still surface of these waters suddenly boils as though heated with a great fire from below and a writhe of tentacles surge forth to grasp any who stray too close to the lakes edge. All who are taken are never seen of again. Gamemaster note: These creatures are

rare indeed and perhaps would only ever be encountered by adventuring characters once in their lives, and only then in the depths of the earth in underground lakes. The statistics provided below are for the species and not the specific creature known as “The Watcher in the Water” at the western wall of Moria.

Gamemaster other note: When these

creatures attack, they seldom raise their body and head above the surface of the water. A victim of the attack would only witness the writhing tentacles of the creature. Each tentacle is around 30 metres in length. As such, when characters roll for hit locations when in combat with this creature, they should only roll a D12 instead of a D20. Gamemasters should only allow characters to roll a D20 for hit location if they are submerged within the water or if the creature emerges from the water.

Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Tentacle 1 Tentacle 2 Tentacle 3 Tentacle 4 Tentacle 5 Tentacle 6 Tentacle 7 Tentacle 8 Tentacle 9 Tentacle 10 Tentacle 11 Tentacle 12 Body

Average

18D6+24 87 MOVE: 10 swim 10D6+24 59 HIT POINTS: 73 18D6+24 87 Damage Bonus: 5 5 +9D6 3D6 10-11 Tres Fact: N/A 2D6+12 19 Melee Points 01 5/13 02 5/13 03 5/13 04 5/13 05 5/13 06 5/13 07 5/13 08 5/13 09 5/13 10 5/13 11 5/13 12 5/13 13-20 10/30

NOTE: armour is the creatures natural thick elastic hide Weapon Beak

#

Strike Rank 12

#

Tentacle

3

Percent Damage age 1D10+½db 55% impaling 1D6+db crushing + 75% knockback

# A Watcher can attack up to twelve different targets simultaneously with its tentacles. The first tentacle successfully striking a target will hold onto it, and when a second connects, the two constrict the target until the target can escape or cut itself free. Each tentacle remaining around a target will do normal damage each combat round. To escape from a tentacle, a character must make a successful STR vs. STR resistance roll opposed by the Watcher’s STR, or must make a Difficult Effort roll to get a hand free to attack. Attacks against a Watcher while being held by its tentacles are Difficult. Once two tentacles have struck a target, the Watcher will attempt to drag it towards its mouth. A successful STR vs. STR resistance roll opposed by the Watcher’s STR must be made in order to prevent being dragged into the creatures mouth the next combat round. Allies can assist the victim by trying to prevent them from being dragged off. To do this they add their STR to the victims STR and match this on the Resistance Table against the Watchers STR. Allies so assisting an entangled victim cannot engage in combat with the creature only assist their friend from being dragged towards the water. On the combat round the target is at the Watcher’s mouth; it will suffer a beak attack by the creature.

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Skills: Hide (in water) 90%, Swim 100%.

Gamemaster note: There are many different

POWERS Eyes of the Deep: A Watcher’s baleful eyes allow it to see through even the cloudiest or murkiest of water and the darkest of nights with ease. However, of if the creature exposes its body above the surface of the water, its eye’s can be targeted (and Hit Location rolls will change from a D12 to a D20). On a Hit Location roll of 19 (left eye) or 20 (right eye) the creatures eye’s have been struck. The eyes of the creature are unprotected by its natural armour. If one eye is struck, the creature will be at a -40% penalty on all Perception and Combat related skills. If both eyes are struck, the creature will be at a-80% penalty to all Perception and Combat related skills and will break off its attack at the next possible combat round and submerge beneath the waters, where it will remain until its wounds are healed.

WATCH-STONES (Pukelcreatures) Pûkel-creatures are stone or metal Watchstone beings magically instilled with enchantments. Most of these types of creatures were created by the Drúadan (or “Wose”) culture. Others were the work of the Daen Coentis, the ancestors of the Dunlending peoples of the vales of the White and Misty Mountains, amongst whom the Woses lived and were their spiritual guides. Such stones were used as guardians of their most sacred forest groves and mountain dales (such as Dunharrow). There they stood ever watchful amongst the standing stones, silent guardians warding off any intruders. But not all are of such innocent origins, for the Dark Lord realised the potential of such guardians and produced his own Pûkel-creatures by binding Fell-spirits into his own stone and metal creations. These creatures were fearsome statues that watched over the entrances to his strongholds of Cirith Ungol, Dol Guldur, Minas Morgul and Carn Dûm. In Angmar, a chain of these creatures runs across the central plateau striking fear and terror into any who would attempt to spy out that land. They are in other areas too, and lesser works of this ilk were crafted from metal and stone and left as statues within citadels and temples to the Dark Lord. These lesser creatures were also imbibed with a Fell Spirit but could animate and attack intruders, not just sit there as silent watchful threats.

types of these Pûkel-creatures found in north-western Middle-earth of which a few are described below, but their origins are either as the silent brooding Pûkelmen of the Drúadan and Dunlending cultures, or as the fell Watch-stones of the Dark powers.

ANGMAR’S ANCIENT WATCH-STONES These ancient Watch-stones are spread across the western perimeter of the Angmar plateau. Spread no more than a stone’s throw from each other, they form an unbroken perimeter all the way from the north-western mountain chain of Angmar, close to Carn Dûm, all the way south to Mount Gram on the south-western chain of mountains that separate Angmar from the Ettenmoors. These Watch-stones are shaped like fell winged serpentbeasts with horns on their heads and talons for hands. When any intelligent creature approaches them a cold red light faintly shines forth from their eyes. These statues have a Fell-spirit bound to them and have been set to watch over Angmar’s western approaches. Few can withstand neither their gaze, nor entre their presence, for to be in close proximity to these Watch-stones causes great fear and dread to any not in service to the Dark Powers. These Watch-stones cannot animate themselves, but if any succeed in resisting their fear and attempt to pass by, the Fell-spirit bound within will give forth a horrid shriek that chills the bones (similar to that of the Nazgul) and alerts Angmar’s border patrols to the presence of the intruder. Gamemaster note: The power of these

Watch-stones is derived from the Fell-spirits that are bound to them. No enchantment rests on these stones, other that the ritual that binds the Fell-spirit to the statue. As such the power of these Watch-stones cannot be broken through counter magical spells. If, however, sufficient enough damage is done to a Watch-stone (represented by the ‘hit points’ of the statue being reduced to zero), the statue will break and the Fell-spirit will be loosed from its binding, attacking the nearest creature that had a hand in destroying the statue that housed it. See the Fellspirits entry in this chapter from more information on Fell-spirit attacks. Otherwise, the only way past these Watch-stones is to resist their powers. The Watchstone will be replaced by the servants of the Witchking over time (roughly over the next year), but until that occurs there will be a gap in the Watch-stone perimeter by which the enemies of Angmar may come and go without detection by these statues.

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Characteristic Roll

Average

STR CON SIZ INT POW DEX Hit Location Body

N/A MOVE: N/A N/A HP: none 23 13-14 Damage Bonus: N/A 20 N/A Tres Fact: N/A Points 23/# Percent Damage age POW vs 1D3 to 1D6 POW power points

N/A N/A 23 2D6+6 4D6+6 N/A Melee 01-20 Strike Rank

Weapon @

Spirit combat

1

# The rules governing damage to inanimate objects can be found on pp.276-277 of the BRP Rulebook, under the heading Damage to Inanimate Objects. @

The bound Fell-spirit can only initiate spirit combat if the Watch-stone it is bound too is broken. At that time the Fell-spirit will be freed and it will attack any living creatures near to it. Skills: Fell Spirits do not posses skills as such but assume the following skills if they are required: Sense Life (100 metre radius around statue) 90%.

Spirit Combat: Fell Spirits can attack in spirit combat, consisting of a POW vs. POW resistance roll. This will appear as if the Fell Spirit is glimpsed as clawing at, enveloping, or otherwise physically attacking the target. If the Fell Spirit overcomes the target’s POW, he or she loses 1D3 power points. If the character can overcome the Fell Spirit, he or she causes it to lose 1D3 power points. More powerful Fell Spirits drain 1D6 power points from a target in a single combat round, but will only lose 1D3 power points if overcome by the intended target. This combat continues each combat round until the target is unconscious, or either side has fled. A Fell Spirit will flee before it reaches 0 power points. A Fell Spirit that reduces a character to 0 power points may possess him or her, usually causing the victim to commit suicide or harm another person. Weakness to Holy Light: Watch-stones, or more accurately the Fell-spirit bound within it, cannot stand holy light. Any light conjured through the Secret Fire Spell Speciality or Elven lamps that capture the light of the stars and amplify it (such as Galadriel’s gift to Frodo) will render the Watch-stone powerless for a time. This is due to the Fell-spirit being overcome by the power of the holy light.

FELL WATCH-STONES

POWERS Fell Shrill: If the Watch-stone’s perimeter of its sensing life ability (100 metres) is breached, and the statues power to cause fear is resisted, then the Fell-spirit within the stone will send out a shrill cry. All within the statues perimeter of sensing must pass a resistance roll on the Resistance Table matching their POW verses the Watch-stones POW. If they fail, they will become paralysed by both fear and the high pitch intensity of the statues scream. They will be unable to undertake any actions other than Parry, Dodge or run away (in the direction that they came from), for three consecutive combat rounds. Those who succeed in their resistance roll can act normally but will still be effected by the intensity of the scream and will want to get away from the statue. After three combat rounds, the intense pitch of the shrill screaming will become too much to endure and those near the Watch-stone must escape the 100metre perimeter or risk permanent damage to their eardrums. In addition, this Fell Shrill can be heard up to a kilometre away and this will bring any patrols of Angmar to investigate. Overwhelming Presence: Watch-stones exude a foreboding presence, causing inexplicable fear to all those who draw near to them. When a Watch-stone is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -60% penalty to their resistance roll attempt.

Other fell Watch-stones exist that have been crafted by the forces of the Shadow. In many ways they are similar to the Ancient Watch-stones of Angmar in their creation, powers and abilities. They will vary in size and in the power of the Fell-spirits that reside within each statue, but they will all share the basic make-up as described for the Angmar Watch-stones. Lesser works of this type have often been made by dark mages and placed within and around their strongholds in order to alert them to intruders. Such Watch-stones may be as small as a small statue that sits on a mantle-piece, or as large as a giant statue that would sit in the forecourt of a castle or manor house.

PUKEL-MEN Very different in creation and purpose, the Pûkel-men of the Drúadan (or “Wose”) and Daen Coentis/Dunlending cultures are created not by binding spirits into stone, but by creating a magical aura within the stone that imbibes the statue with a form of awareness. Such creatures are not fell presa, though they are rather intimidating to behold, but they are not welcoming to those they do not know. In the religion of the Drúadan and Daen Coentis cultures, nature was beheld with awe, wonder and respected.

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The Dunlending religion however, fell to the worship of nature rather than its Creator and as such became susceptible to the powers of Darkness who at times have been able to mislead and beguile the Dunlending people. As the Drúadan and Daen Coentis/Dunlending religion was nature based, its “temples” were forest groves and mountain vales where standing stone megaliths were raised and rituals held. These places were protected by the presence of the Pûkel-men who watched silently over the entrances and paths that led to these groves and vales. All but the Wose shaman’s and the Daen Coentis/Dunlending druids would shun these places. The power imbibed through rituals, into the Pûkel-men, would be able to come to know these shaman and druids and would not interfere with their travels to and from the places they guarded. All others however would feel malevolence from the Pûkel-men if they ventured too close to the paths that lead to these sacred places and would leave them well alone.

Gamemaster note: Pûkel-men are very

specific to the regions where the Drúadan, Daen Coentis and Dunlending peoples live, or once lived. They are located only at the entrances to their sacred places (forest groves, mountain vales, cave entrances) and where these Lesser Men buried their dead. Few amongst the Dunlending people now remember the art and ritual of Pûkel-men creation that their Daen Coentis ancestors learnt from the Drúadan. The Drúadan, however, still practice this art and now also place Pûkel-men around their forests in order to prevent intruders from entering their lands. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Body Weapon N/A

N/A N/A 25 N/A @ 25 N/A Melee 01-20 Strike Rank N/A

Average N/A N/A 25 N/A 25 N/A

MOVE: N/A HP: none Damage Bonus: N/A Tres Fact: N/A Points 25/#

Percent Damage age N/A N/A

# The rules governing damage to inanimate objects can be found on pp.276-277 of the BRP Rulebook, under the heading Damage to Inanimate Objects. @

The POW of a Pûkel-men is determined by how many Power Points are placed into the statue during the ritual of its creation. Usually this will be 25 power points, but especially powerful Pûkel-men

will be created in order to protect the paths to the most sacred of groves and mountain vales. Over time, however, the POW of Pûkel-man will drain away and if not replaced the Pûkel-man will become leached of all POW and left as nothing more than a foreboding statue. As the shaman’s and druids have become less common, many sacred groves and vales have become abandoned and over the millennia, the Pûkel-men set to watch over these sacred places have faded in power and are no longer magically aware. Skills: Pûkel-men do not posses skills as such but assume the following skills if they are required: Sense Life (50 metre radius around statue) 90%. POWERS Pûkel Presence: Pûkel-men exude a foreboding presence, causing inexplicable fear to all those who draw near to them. When a Pûkel-men is encountered in close proximity, the characters must succeed in a resistance roll matching their POW verses the Pûkel-man’s POW. All who fail will suffer the effects identical to that of a Fear spell attack.

WATCH-STONES, ANIMATED To all intents and purpose, these Watchstones are indistinguishable from any other statue that would adorn a manor house, castle, citadel or temple. However, these creatures are made of metal or stone that has been imbibed with magical power to allow this creation the flexibility to move. In addition, a Fell-spirit has been bound into the statue thus giving this creation not only flexibility, but a malevolent intent and hatred for all that is living. Generally the creature remains inanimate and a prisoner forever frozen upon its pedestal, but when the purposes for which it was created come to pass, the creature awakens from its enforced slumber and begins a rampage against any living creatures within its area of perception. Only powerful sorcery can keep the creature under control and obedient. Not surprisingly, only powerful Sorcerers have taken the risk to make these creations, and only then in order to guard their most valued treasures or strongholds. When they are created they are kept well secured or under tight control. These creatures vary in size but generally will appear as creations in imitation similar to that of a Balrog or a Dragon. There is however no limitation to what these creatures could look like. When animated, a red glow can be clearly seen emanating deep from behind the creatures eyes. This should warn all of the

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presence of the Fell-spirit that resides within this creature.

Gamemaster note: The conditions used to

animate these Watch-stones are set at the time of the ritual of their creation. As such the conditions of activation are as unique to each Watch-stone as each Watch-stone will be unique to all the others of their kind. Some stones will be set to animate if intruders approach within a certain distance (generally a 30 metre radius around the Watchstone). Others will be set to animate if an object is touched or an item taken from a receptacle. There is no limit to what the activation conditions would be as set by the Sorcerer who made the Watch-stone. Due to the fact that these creatures are usually made to appear as ornamental statues, this kind of Pûkel-creature is the type most likely to be made of either metal or stone. The types of Pûkel-creatures described previously will usually be made from stone. Sorcerers will generally employ some form of charm or amulet that they will either wear themselves or place over these Watch-stones in order to prevent unintended activation of the creature by either themselves or their minions. If characters can find these amulets and use them when they encounter such Watch-stones, they can also avoid these creatures activating and attacking them. These creatures, being made of stone or metal, are immune to fire and cold attacks. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Leg Left Leg Abdomen Chest Right Wing Left Wing Right Arm Left Arm Head

5D6+12 N/A 1-5D6 2D6+6 4D6+6 2D6 Melee 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20

Average 30 N/A 3-18 13-14 20 7

MOVE: 10 HP: 3-18 Damage Bonus +1D6 to +2D6 Tres Fact: N/A Points 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/#

Claw Kick Spirit combat@

10 8 1

50% 60% POW vs POW

2D6+db bleed 2D8+db crush 1D3 to 1D6 power points

# The rules governing damage to inanimate objects can be found on pp.276-277 of the BRP Rulebook, under the heading Damage to Inanimate Objects. @

The bound Fell-spirit can only initiate spirit combat if the head, chest or abdomen of this Watch-stone is destroyed. At that time the Fell-spirit will be freed and it will attack any living creatures near to it. Skills: Grapple 75%, Language (understand Blackspeech) 50%, Language (understand Westron) 50%, Listen 75%, Sense Life (30 metre radius around statue) 90%, Spot 80%, Throw 45%. POWERS Spirit Combat: Fell Spirits can attack in spirit combat, consisting of a POW vs. POW resistance roll. This will appear as if the Fell Spirit is glimpsed as clawing at, enveloping, or otherwise physically attacking the target. If the Fell Spirit overcomes the target’s POW, he or she loses 1D3 power points. If the character can overcome the Fell Spirit, he or she causes it to lose 1D3 power points. More powerful Fell Spirits drain 1D6 power points from a target in a single combat round, but will only lose 1D3 power points if overcome by the intended target. This combat continues each combat round until the target is unconscious, or either side has fled. A Fell Spirit will flee before it reaches 0 power points. A Fell Spirit that reduces a character to 0 power points may possess him or her, usually causing the victim to commit suicide or harm another person. Weakness to Holy Light: Watch-stones, or more accurately the Fell-spirit bound within it, cannot stand holy light. Any light conjured through the Secret Fire Spell Speciality or Elven lamps that capture the light of the stars and amplify it (such as Galadriel’s gift to Frodo) will render the Watch-stone powerless for a time. This is due to the Fell-spirit being overcome by the power of the holy light.

NOTE: refer to Damage to Inanimate Objects pp.276-277 in the BRP Rulebook regarding armour, hit points and damage. Weapon Lance (2H) Greatsword Claw

Strike Percentage Damage Rank 1D8+1+ db imp 3 80% 2D8+db bleed 5 70% 2D6+db bleed 7 70%

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WEREWOLVES (Gaurhoth) In the First Age of the Sun there came into Beleriand a race of tortured spirits who were the thralls of Melkor. Whether they were Maiar spirits who once served the Dark Lord in Utumno and were stripped of their earthly forms by the Valar, or whether they were bred from the race of Wargs, fed until they were huge and ever hungry, and into whom powerful Fell-spirits were thrust, is not known by the Wise. Yet the Wise do know with certainty that these evil spirits entered the forms of Wolves by sorcery. Werewolves were a fearsome race and their eyes glowed with a dreadful wrath and malice. They were capable of speaking both the Blackspeech of the Orcs and the fair speech of the Elves of Beleriand. They resembled both huge Wargs and Wolves and were capable of rising up on their hind-legs for a short time when need demanded it. In the long wars of Beleriand the greatest number of these beasts came, under the banner of Sauron, to the Noldor tower on the River Sirion, and it fell before them. The tower was re-named Tol-inGaurhoth the “Isle of Werewloves”, and the Black Enemy’s Lieutenant ruled there under his own banner. Beneath Tol-in-Gaurhoth there were deep dungeons, and on the battlements the Werewolves stalked. In the Quest of the Silmaril, the Wolfhound of the Valar, Huan, came to Tol-in-Gaurhoth and slew many Werewolves. At last one named Draugluin, sire and lord of the Werewolf race, came to fight Huan. There was a great battle, but in the end Draugluin fled to the tower and throne of Sauron, his captain. Before his dark captain, Draugluin spoke the name of Huan, whose coming had been foretold, then there before his master, all bloodied and torn, Draugluin died. The Black Captain then used his sorcery to shape-shift into a Werewolf himself. In size and strength he was greater than Draugluin, but even so he could not best Huan who held the bridge and seized the Black Captain by the throat. By no act of sorcery or strength of limb could the Black Captain free himself from the jaws of Huan, he therefore surrendered the tower to Beren and Lúthien whom the Wolfhound served. The evil enchantment fell from Tol-in-Gaurhoth and the wolf-forms of the dread spirits fell from the Werewolves. The Black Captain fled in the form of a great Vampire Bat, and the power that held that realm of the Werewolves there in Beleriand was broken forever. However, this was not the last of the Werewolves, for the great Wolf of Angband was a Werewolf that was fed from the hand of Morgoth

himself. This creature guarded the gates of Angband and bit off Beren’s had, still holding the Silmaril. The Jewel’s holy light caused the creature intense agony, searing its stomach and drove it mad. It met its end when Huan and Beren fought and killed it. Sadly the battle was too much for Huan and he passed from this life as well. When Beleriand was destroyed, what became of these creatures, the Wise do not know. But it is certain that some must have survived and now lay scattered and hidden in the dark places of the world, fearing the Valar’s wrath.

Gamemaster note: By the Third Age of the

Sun, very few of these creatures are left within Middle-earth. Those that are, are just as fearsome as those that held Tol-in-Gaurhoth in Beleriand and should be treated with extreme caution, for only the most powerful of heroes could be expected to survive and encounter with such a beast. Even as such the tales of wolf-beasts that are spoken of in hushed tones around the fire hearths during the long winter nights tend to be embellishments on tales of large Wolves and Wargs and the damage they have done to local livestock. As such, a wise gamemaster can lull their player characters into a false sense of security when it comes to what a Werewolf is truly capable of. For once one has encountered one of these creatures, there is no mistaking that it is no ordinary Wolf or Warg that has grown to a larger than normal size. Werewolves are pack animals and gather together in packs of up to twelve individuals led by the largest creature (male or female) amongst them. If a Werewolf is on its own, it will attract to it a pack of Wargs who will treat it as their alpha male or female and pack leader. Normal, untainted Wolves however will shy away from a Werewolf and give it a wide birth, having nothing to do with it if at all possible. Characteristic Roll STR 5D6+18 CON 3D6+18 SIZ 2D6+18 INT 2D6+6 POW 10D6 DEX 2D6+12 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Left Fore Leg 14-16 Head 17-20

Average 36 29 25 13-14 35 19

MOVE: 14 HIT POINTS: 27 Damage Bonus +3D6 Tres Factor: 1000 Points 8/7 8/7 8/11 8/11 8/7 8/7 8/9

NOTE: Werewolves have 8pts of natural armour.

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Weapon #

Bite

#

Claw # Claw

Strike Rank

Percentage Damage

7

90%

5 5

100% 100%

1D8+½db bleed 1D6+db bleed 1D6+db bleed

#

A Werewolf can attack with one bite attack and two claw attacks each combat round. Skills: Climb 75%, Dodge 95%, Hide 90%, Jump 90%, Language (Blackspeach) 100%, Language (Westron) 100%, Listen 95%, Sense 90%, Stealth 95%, Spot 90%, Tracking 90% POWERS Overwhelming Presence: The presence of a Werewolf is terrifying. When a Werewolf is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Tainted Lair: The innate powers of a Werewolf corrupt its home. Vile creatures are drawn to its abode, while good and natural creatures shun it. Anyone approaching the lair of a Werewolf will feel unease and may become afraid (natural creatures will become spooked and flee in fear). Fell Creatures Stamina: Werewolves are beings that house an evil spirit. As such they possess a stamina born of sorcery and take only minimum damage from physical attacks by normal unenchanted weapons. All damage bonuses that characters poses will also only yield the minimum damage. Only magical weapons will do normal damage, however if the character wielding such a weapon possesses a damage bonus, the damage bonus will still only yield its minimum possible damage. In addition, Werewolves heal all injuries at five times the normal rate for that of a man and always make any Stamina rolls at their full Stamina percentage chance. This means that they are unlikely to lose Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used).

WIGHT Many are the lies of Sauron the Deceiver. And many men have foolishly believed his empty promises and let themselves be beguiled by him. Such foolish men turned to wickedness and treachery and gave themselves to the service of the Dark Lord in exchange for the promise of everlasting life and power, gifts that only Eru can give. When such men grew old, their bodies died, but their spirits remained trapped within their rotting corpses, unable to move on into the spiritual realm, and they rose from their tombs to haunt the living. These men became the Lesser Wights. In nature, they bore similarities to the dreaded Barrowwights, but whereas the Barrow-wights were Fell Spirits inhabiting the bodies of the long deceased Edain, the Lesser Wights were evil men who had served the Dark Lord and in return received the just rewards for believing their Dark Lords deceptions. For indeed in a way they did receive everlasting life and power, but it was not as they have been led to believe it would be for them. Now trapped in the physical world, they can only truly die if their wretched bodies are destroyed. Unlike the Barrow-wights however, they are able to move freely about in sunlight, as they are men whose bodies have long since died. They retain a good portion of their memories, though time, as well as a hatred for the one who imprisoned them in everlasting un-death, have driven them insane. Those who in life were sorceress sometimes still possess the knowledge of the arcane arts and are capable of casting sorcery. Most however, were just normal men who were deceived by the Dark Lord and became cursed in life. These beings haunt the places of their burial walking in ceaseless un-death and bearing malice towards all things living. Should a powerful servant of the Dark Lord come into their presence, the evil that created these Wights overwhelms them, compelling them once again to the will and service of the Dark Lord. Such wretched creatures are no longer men, but abominable mockeries of men. Only in the destruction or dismemberment of their bodies can their spirits be set free, but the curse that lies upon them prevents them from taking such action upon themselves. A dread presence surrounds them and a distant ghostly light emanates from their eyeless sockets. It is a kindness to send these tormented soles into the netherworld. Gamemaster note: Not all men who serve

the Dark Lord meet this horrid fate, but only those whom were never trustworthy servants but whose own hunger for grasping power whilst escaping death openned the way for the Deceiver and his servants to beguile them unto their dying day leading them down the path of their own un-death. As such these

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creatures will mostly be found where men have come under the influence of the servants of the Enemy, for example the lands and kingdoms of Angmar and Rhudaur, in the east of Middle-earth and the southern lands such as Harad and Far Harad. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Average @

POW @ POW 2D6+6 2D6+6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

13 13 13 13 10-11 10-11

MOVE: 10 HIT PNTS: 13 Damage Bonus +1D4 Tres Fact: 20 Points 0/5 0/5 0/5 0/6 0/4 0/4 0/5

Weapon # Fist

Overwhelming Presence: The dread presence of a Wight is frightening. When a Wight is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -40% penalty to their resistance roll attempt. Undead Stamina: Lesser Wights need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Wights do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason.

WILDMEN of DUNLAND

NOTE: Lesser Wights wear the armour and clothes they were buried in, as such they would possess armour points equal to the rotten and rusted armour worn. Weapon

Wights will have a higher POW than the average Wight and prefer to use magic to attack the living than physical attacks.

Strike Percentage Damage Rank 7 50% Weapon +db 1D3+db crush 8 45%

@ A Lesser Wights STR and CON are equal to its POW. * A Wight will still wear the rotten clothes or rusted armour it was originally buried with. ** A Wight’s hit points are equal to its POW as Wight’s do not possess CON. The corpses hit locations are very brittle and will either break or crumble if the hit points at a specific location are reduced to zero. However, due to the undead nature of the Wight, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Wight. # A Wight will use any suitable weapon that it was buried with. Skills: Listen 55%, Stealth 55%, Spot 60%, Sorcery 45%, Tracking 35% POWERS Magic Spells: Some Wights may remember the sorcery and magic that they learned in life. These

Of the many tribes of Dunlendings within north-western Middle-earth, some took to living in the wildest of places within the mountain vales of the Misty and White Mountains, driven there by the frequent Dunnish tribal conflicts, the coming of the Edain, and later the men of Rohan. These men lived a harsh existence and grew ever wilder as the ages past; for their hard living conditions, the harsh mountain environment and their almost huntergatherer lifestyle did not give them much freedom to do anything other than eke out a meagre existence living off the land and growing spindly crops. The numbers of these men were bolstered by the brigands and thieves amongst the Dunlendings who sought to find a suitable place of hiding to escape retribution for their crimes. So to their skills learnt by the wild existence of these tribes, thievery and banditry were added. These proved to be profitable pastimes, when there was enough food to spare to permit such ruthless activities. When Gondor granted the Rohirrim the province called Calenardhon, still more tribes of Dunlendings became displaced from the land around the northern feet of the White Mountains, the land that became known as Rohan. This act fuelled a bitter hatred of the Rohirrim by the Dunlending peoples west of the Isen and the Dunlending mountain tribes whom the Rohirrim referred to as the “Wildmen of Dunland”. This hatred of Rohan was later exploited by Saruman the White during the last years of the Third Age, at the time of the War of the Ring. Saruman incited many Dunlending tribesman to join his forces of Orcs and Uruk-hai and attack Rohan. Worse still, Saruman experimented with the breeding of the

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Wildmen of Dunland with Orcs to produce a horrid Half-orc breed. The Wildmen of Dunland are considered to be savages of the most detestable nature, little more than animals in their behaviour and without honour. They are highly superstitious and have abandoned the peaceful nature oriented religion of the Drúadan (or “Wose”) and Daen Coentis/Dunlending cultures. They are now led by their Shamans who invoke the spirits of their ancestors for guidance. This is a weakness that has easily been exploited by the emissaries of the Enemy and also by Saruman. Both have conjured apparitions in order to direct these Wildmen into following their will. In appearance, the Wildmen of Dunland are now very distinct from the Dunlending tribes west of the Isen, south of the White Mountains and within Eriador. The Wildmen are men of dishevelled and unkempt appearance, their clothing is of wide weave and an earthy brown and grey in colour and many have prominent incisors in their teeth that give them the appearance of having fangs. They speak their own tribal dialects of Dunnish and possess a very poor vocabulary of Westron. They are not very skilled in metalwork and only wear leather and hide armour. Their weapons also are of a very crude nature.

Weapon

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 3D6 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 10-11 13-14 10-11 10-11 10-11

MOVE: 10 HP: 12 Damage Bonus: none Tres Fact: 5 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

Percent age 55% 50% 25%

Damage

1D6+1+db bleed 1D8+db crush 1D8+1+½db* impale Shortsword 7 45% 1D6+1+db imp Spear, Long 5 55% 1D10+1+db imp Spear, Short 7 55% 1D6+1+db imp Torch 7 45% 1D6+flame Note: all weapons are of low quality make (weapons will have less hit points than listed in equipment tables). Axe, Hand Club, Heavy Comp. Bow

Skills: Appraise 40%, Brawl 50%, Craft (blacksmithing) 45%, Dodge 40%, Grapple 45%, Language (Dunnish) 80%, Language (Westron) 40%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Status 35%, Throw 35%. POWERS Magic: Only Wildmen Shamans will know some magic, which will be confined to Ritual and some Sorcery magical skill specialities at around 60% chance of success.

WOLF-KIND

Gamemaster note: The Wildmen of

Dunland are little more than brigands and marauders who are disorganised and disunited. Highly superstitious, they are easily frightened and scared off. As a group they pose only a local threat to the peoples of Rohan and at times the more civilised Dunlendings west of the Isen. However, they are easily dominated by a strong and powerful leader, organising them into more than just a minor annoyance.

Strike Rank 7 7 5

Middle-earth has many carnivorous species that populate it lands and regions. Perhaps the most prolific carnivore species of them all is that of the Wolves. These creatures reputation as fierce predators has earned them the respect of the Freepeoples of Middle-earth. However the Enemy, ever wishing to corrupt what is pure, has long sullied the species of Wolf by breading strains of these creatures that he has given his malice to. Whilst the species of Wolf still remain as they have ever been within Middle-earth, Dire-wolves and Wargs now roam the lands and threaten the Free Peoples. These creatures are a danger to any who travel within Middle-earth. Where as one creature may be subdued easily enough, these creatures never travel alone and adventurers will be confronted by a pack of such creatures and easily surrounded. To this day they remain an ever present threat to the Free Peoples of Middle-earth.

WOLVES

NOTE: armour points will vary dependent upon the armour worn. Will generally wear 2pt. leather, linen or animal hides.

The species of Wolf is identical to the creature listed and described on p. 340 of the BRP Rulebook.

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Gamemaster note: Wolves are found

across Middle-earth but mostly within its northern parts. They will run in packs comprising up to twenty family members, led by a dominant male and female (called the Alpha male and Alpha female) who will be the patriarch and matriarch of the pack. Wolves themselves are not evil creatures, but as predators they have a fearsome reputation amongst the Free Peoples and are avoided or driven off whenever they are encountered.

DIRE

WOLVES

Dire wolves were sired when the Enemy breed especially large and vicious wolves together in the desire to create a new breed of wolf, one that was more intelligent and cunning than its sires and would be filled with his malice and hatred. Over time, this breeding program proved a success and these large wolves did indeed become an independent breed of wolf. But Dire wolves were still capable of interbreeding with the common wolf species. Some did, thereby diluting the traits that had been bred into this new sub-species. Even so, many of this breed grouped together in their own packs and sired more Dire wolves. These wolves were vicious and hunted for the pleasure of killing just as much as they did for food. They were cunning and cruel and showed an intelligence uncommon to the wolf species, and a malice that was akin to that of the Orcs. These creatures are kept and especially breed by Goblins to act as their mounts for riding and as sentinels at watch over their strongholds, for they are an ideal size to carry a Goblin. Orc’s however use Dire wolves solely as a kind of guard dog, for they are not large enough to carry an Orc. It is an ideal partnership for the Orc-kind and Dire wolves and many now live amongst the Goblin encampments and strongholds spread across Middle-earth. It is said that these creatures have also developed their own language, one that is understood by the Goblins. Goblin wolf-handlers are able to converse, albeit in a crude and rudimentary way, with their Dire wolf charges. This has made the partnership of Dire wolf and Orc-kind even more dangerous.

Gamemaster note: Dire wolves can be

found across north-western Middle-earth and into the east as well. They are usually found living in packs amongst Goblin and Orc encampments and strongholds; however packs of up to a dozen of these creatures may be found roaming the wild. They are a threat to any of the Free Peoples who may come into contact with them, but unlike wolves, Dire wolves prove far more difficult to deal with.

Occasionally, amongst a pack of common wolves, the Alpha male and female may be Dire wolves, but this is becoming rarer as these creatures now tend to be bred in abundance by Orcs. Characteristic Roll STR 3D6+6 CON 3D6 SIZ 2D6+6 INT 7 POW 3D6 DEX 2D6+6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 17 10-11 13-14 7 10-11 13-14

MOVE: 11 HIT PTS: 12-13 Damage Bonus +1D4 Tres Fact: N/A Points 4/4 4/4 4/6 4/6 4/4 4/4 4/5

NOTE: Dire wolves have natural 4pt fur hides. Weapon @

Bite @ Claw @ Ripping

Strike Percentage Damage Rank 1D8+db impale 12 55% 1D6+db bleed 7 75% 2D6+db bleed 1 80%

@

Dire wolves get two simultaneous claws and one bite attack each combat round. The bite comes 5 Strike Ranks after the claw attacks. If both claws successfully strike the target, the Dire wolf will hang on and rip with its hind claws on the next round while continuing to bite, gaining a free attack for its bite that combat round. NOTE: In combat, Dire wolves will often fight cooperatively. Several Dire wolves may attack the same target, ensuring that most of them will not be parried or dodged. Or one or two of the larger Dire wolves may attempt to knock their target down— when it falls over, a bunch of other Dire wolves will rush in to tear at the target while it is down. Skills: Dodge 45%, Hide 80%, Jump 55%, Listen 75%, Sense 90%, Spot 85%, Stealth 75%, Track 80%. POWERS Language of Wolves: Dire wolves have a language consisting of guttural growls and howls. It is possible to learn and understand this animal language and Goblin wolf-handlers often do. Dire wolves are able to communicate very basic information through these sounds. If someone lives in a close working relationship with a pack of these creatures, as Goblin wolf-handlers do, then they will pick up on what the sounds mean. Such basic information that can be

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conveyed include the understanding that there is an intruder present or that prey has been sniffed out, that there is danger etc. Such information will always be vague and indeterminate but the message will have one strong theme: ie intruder, danger, food, cold, hungry etc.

WARGS Buoyed by the success of breeding the Dire wolves, the Enemy set about to overcome the shortfalls of that breed, the result was the breeding of the Wargs. Large and power, Wargs look something of a cross between a giant hyena and a Dire wolf and are around the size of a small horse. They are covered in thick fur that ranges in colour from white through silvery grey, and brown to black. They have a fearsome reputation and are believed to be able to snap a man’s spine with their powerful jaws. Their fierce might is matched by an evil intellect and cunning that should never be underestimated. Wargs have been allied with Orc-kind since the Enemy bred both species. But it is believed by the Wise that the Wargs did not appear in Middleearth until after the fall of Beleriand, for the species of wolves that were such a great threat to the Free Peoples before that time were either great Dire wolves or Werewolves. Wargs are large enough that Orc-warriors can be mounted on their backs, thus comprising a fearsome cavalry that is not easily overcome. As with Dire wolves and Goblins, many Wargs live side by side with Orc’s in their strongholds, acting as ‘watchdogs’ as well as mounts. Other Wargs, however, can be found living in the wild and pose a threat to Orc and Free Peoples alike as they see all as potential sources of food. Where Wargs live in association with Orcs, the Orc wolf-handlers have learnt the subtle language of the wolf, just as their Goblin counterparts have with the Dire wolves. Wild Wargs live in packs of up to twenty individuals all belonging of one family sired by an Alpha male and female. Generally, these Alpha’s are the largest of the pack, but this is not always the case. Should the Alpha male or female be killed or die, the pack will fragment into smaller packs that will look for others in a similar circumstance in order to unite into a new pack. In this way, inbreeding is minimised and the chance of healthy and strong offspring is maximised. Generally the Wargs that are allied to Orc tribes have been bred by the Orc wolf-handlers and are more “tame”. That is to say that they will not tare their Orc wolf-handlers apart on sight... generally they won’t, but there are always exceptions. For an Orc tribe to capture and “tame” Wargs is a great and dangerous undertaking, one

left up to the wolf-handlers who will take care of the Wargs. It is dangerous work and one that results in many disfiguring injuries, but those who succeed will receive a place of honour and gifts from their Chieftain.

Gamemaster note: Dire wolves and wolves

will avoid Wargs as they will be treated as competition for food and a threat to the pack. Wargs appear to have originated in the vales of the Anduin in Rhovanion, but they have now spread across the Misty Mountains into Angmar and the Ettenmoors, and as far south as the Gap of Isen and Rohan. They have even been found as far east as the Sea of Rhun. They prefer to wear down their prey through hit and run attacks, surrounding and overpowering their targets, and they are not afraid of attacking larger parties of travellers. Characteristic Roll STR 3D6+18 CON 2D6+6 SIZ 4D6+6 INT 7 POW 3D6 DEX 2D6+6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20

Average 28-29 13-14 20 7 10-11 13-14

MOVE: 12 HIT PTS: 17 Damage Bonus +2D6 Tres Fact: N/A Points 5/5 5/5 5/8 5/8 5/5 5/5 5/6

NOTE: Wargs have natural 5pts fur hides. Weapon @

Bite @ Claw @ Ripping

Strike Percentage Damage Rank 1D8+db impale 12 75% 1D6+db bleed 7 85% 2D6+db bleed 1 80%

@

Wargs get two simultaneous claws and one bite attack each combat round. The bite comes 5 Strike Ranks after the claw attacks. If both claws successfully strike the target, the Warg will hang on and rip with its hind claws on the next round while continuing to bite, gaining a free attack for its bite that combat round. NOTE: In combat, Wargs will often fight cooperatively. Several Wargs may attack the same target, ensuring that most of them will not be parried or dodged. Or one or two of the larger Wargs may attempt to knock their target down—when it falls over, a bunch of other Wargs will rush in to tear at the target while it is down.

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Skills: Climb 55%, Dodge 55%, Hide 80%, Jump 65%, Listen 75%, Sense 90%, Spot 85%, Stealth 75%, Track 85%. POWERS Language of Wolves: Wargs have a language consisting of guttural growls and howls. It is possible to learn and understand this animal language and Orc wolf-handlers often do. Wargs are able to communicate very basic information through these sounds. If someone lives in a close working relationship with a pack of these creatures, as Orc wolf-handlers do, then they will pick up on what the sounds mean. Such basic information that can be conveyed include the understanding that there is an intruder present or that prey has been sniffed out, that there is danger etc. Such information will always be vague and indeterminate but the message will have one strong theme: ie intruder, danger, food, cold, hungry etc.

WRAITHS (The Ulairi)

you all cold in the dark on the other side', says Gorbag in The Two Towers, LOTR. The Wraith-world was not populated by wraiths alone. The Elves seemed to somehow also have had a form of existence that extended into this realm; however they existed in a brilliant, shining form on the other side of the threshold. At least, Frodo saw Glorfindel in this form while on the brink of the Wraith-world himself, and Gandalf later suggested that this nature was common to the High Elves. It would seem that the High Elves were given such grace by the Valar as to be able to project their glory into this spiritual realm and thus cause fear to such creatures of the Shadow. Two forms of Wraiths are described below, that of the lesser Wraiths, those whom have been formed by wounds caused by Morgul blades, and the Cargûl, those who have freely given themselves to the service of the Dark Lord in exchange for power and thus have become powerful Wraiths, servants and sergeants of the Nazgûl. All Wraiths are bound to the fate of the One Ring. Should the One Ring be destroyed, all Wraiths would also be destroyed.

WRAITHS

Wraiths are ghostly beings that exist more in the hidden Wraith-world than in the physical realm. The most famous of these creatures were the Ring-wraiths, the Nazgûl, great kings of Lessermen who were ensnared by Sauron's Nine Rings and turned into Wraiths bound to his service and the fate of the One Ring. They however were not the only Úlairi, the Quenya word for 'eternal’ or ‘unending', an apt description for the Wraiths. The Morgul weapons of the Nazgûl (and perhaps other servants of the Enemy) carried dark enchantments that cursed the wounds they inflicted. The wounds themselves varied; the wound suffered by the Steward Boromir (the ancestor of the Boromir son of Denethor) left him in crippling pain and shortened his life, while the wound taken by Frodo on Weathertop threatened to make him into a Wraith. To be cut by a Morgul blade would mean becoming a Wraith if a sliver of the blade broke off and worked its way to the heart of the victim. Only strong and power healing, such as that provided by Elven Lords would be able to remove the sliver and heal the wound, thus preventing this horrid end. Wraiths seem to have led a dual existence on the boundary between two worlds: the physical realm and the Wraith-world. While they had a partial form in the physical reality, they seem to have had a more solid existence in their own world. They also had the ability to draw others into their reality. This power to draw others into their realm seems to have been used to terrorise their servants, too - 'they skin the body off you as soon as look at you, and leave

These are the hapless victims of Morgul blades. Wraiths form when a person, who has been struck by a Morgul blade, has a sliver of the blade break off inside them. If they do not receive the attentions of powerful Elven healing, or the healing of especially skilled healers, the victim will die if the sliver is allowed to work its way to the victim’s heart (a process that may take hours, days or over a week to occur). Once the victim dies, they will be drawn into the Wraith-world by the Nazgûl who stabbed the victim. Once a Wraith, they will be trapped in that realm forever, an unwilling and witless servant of the Enemy, unless either the Wraith is killed, or the One Ring destroyed. The Wraith will either be totally under the domination of the Enemy, or left to wander the Wraith-world aimlessly forever, lost, witless and without hope unless death is finally brought to them. Gamemaster note: Wraith’s generally make

poor servants of the Enemy, as they were dragged unwillingly into the existence they now possess. It would seem that either the process of becoming a Wraith, or the intercessions of the Valar, have confounded the designs of the Enemy. For those of the Free Peoples who have fallen to the fate of a Morgul blade and become a Wraith are left without wits or intelligence. They merely become dumb servants of the Enemy, or are so witless as to be uncontrollable. This however is not the fate of those amongst the lesser men who have become followers of the Dark Lord. For such of these who have been

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transformed into Wraiths, seem to retain their intelligence and memories after becoming Wraiths. It is a curiosity, and a mercy, that the Wise do not yet fully understand. Those of the lesser men who do not revere the Valar, but whom are also not aligned to the Dark Lord, may or may not suffer the same fate as that of the Free Peoples if transformed into a Wraith. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Average @

POW @ POW Var* Var* 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

10-11 10-11 13 13 10-11 10-11

MOVE: 10 @ HIT PTS: POW Damage Bonus none Tres Fact: N/A Points 0/POW** 0/POW** 0/POW** 0/POW** 0/POW** 0/POW** 0/POW**

NOTE: Wraiths may wear armour and clothes; as such they would possess armour points equal to the armour worn. Weapon

Strike Percentage Damage Rank 7 50% Weapon +db 1D3+db crush 8 45%

successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Wraith. # A Wraith will use any suitable weapon available to it. Skills: Listen 75%, Stealth 85%, Spot 30%, Track (by smell) 85% POWERS Overwhelming Presence: The dread presence of a Wraith is frightening. When a Wraith is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -20% penalty to their resistance roll attempt. Purity of Running Water: All Wraiths are frustrated by the presence of running water. Any skill roll made at the shores of a river, stream or the ocean (also lakesides when waves are rolling onto the shoreline) are considered to be Difficult. Wraiths will never ford deep rivers, preferring to cross on bridges. Wraiths will also have to pass a Luck roll before they attempt to cross even a shallow ford in a river or wide stream (very narrow streams pose no problem however). This is due to the fact that they must summon the willpower to cross over the running water.

* A Wraith’s SIZ and INT will be the same as the victim the Wraith was formed from. If a Wraith is being generated for the purposes of a random encounter, assume that the Wraith was once a human and give them a SIZ and INT of 2D6+6. Those amongst the Free Peoples who suffer the fate of becoming a Wraith will only possess a fixed intelligence of INT 5. They will be no more intelligent than that of an animal, able to follow instructions and capable of some degree of problem solving, but no longer possessing the intelligence or memories they had whilst alive.

Scent of Blood: Wraiths can smell the blood of living creatures as it pulses through the veins. As such they have at least an 85% chance of tracking a creature by smell (this is reflected in their skills listed above) if they are within 80 metres of the creature. For every additional 20 metres beyond this range, the chance of success for tracking by smell will drop by -10%. In addition, if the creature is bleeding, all skill rolls undertaken for tracking by smell will be considered to be Easy (ie double the skill chance), and all distances for perception are doubled. So a bleeding creature at a distance of 160 metres can be detected by the Wraith and its chance of Tracking by Smell will be 170%. However, for every 40 metres beyond this extended range, the Wraiths chance of detection of the bleeding creature will still drop by -10%. So a bleeding creature at a range of 240 metres will be detectable by the Wraith as through its Track by Smell skill was 150%.

** A Wraiths hit points are equal to its POW as Wraiths do not possess CON. The Wraiths hit locations vary based on the creature that has been transformed into a Wraith (usually humanoid shaped creatures). Any damage done to a hit location will inflict damage to the total Hit Points of the Wraith only for there are no true hit points per hit location. However, due to the undead nature of the Wraith, it will only suffer half damage from physical attacks and Special and Critical attack

Senses of the Dead: Wraiths do not see the living beings of the world, but instead perceive the shadows they cast. To them, black seems as though white and darkness as though a pallid light. As such their Spot skill chance is limited to 30% (this is reflected in their skills listed above) during daylight and to 15% when in direct sunlight. Their Spot skill chance increases to 50% when in darkness and during the night hours. When seeing High Elves, however, they appear as brilliant, shining forms, blinding and terrifying to the Wraith. Wraiths will

Weapon # Fist

@ A Wraiths STR, CON and Hit Points are equal to its POW.

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suffer Aura Attacks at a -40% or more penalty when encountering such High Elves. Undead Stamina: Wraiths need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Wraiths do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason. Wraithform: Wraiths are invisible unless they garb themselves within clothing or armour. However, their eyes can still be seen as dim orbs of red fire, revealing their evil and malice. Sometimes more of a form can be visible beneath their robes. When this is the case (and only powerful Wraiths are capable of this for short periods of time, see the Cargûl description below) the Wraith will appear to be as a ghostly skeleton beneath the robes it wears.

priesthood of the Dark religion and the court of the Dark Lord and his Nazgûl and are extremely dangerous, having retained the intelligence and memories of their former physical life and the sorcery they were so adept at casting whilst alive. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Average @

POW @ POW Var* Var* 3D6+8 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

10-11 10-11 13 13 18-19 10-11

MOVE: 10 @ HIT PTS: POW Damage Bonus none Tres Fact: 20 Points 5/POW** 5/POW** 5/POW** 5/POW** 5/POW** 5/POW** 5/POW**

NOTE: Cargûl will wear robes fitting to their priestly duties. These robes are enchanted to confer 5 points of armour.

CARGUL The Cargûl are Wraiths who are the servants of the Nazgûl, acting as messengers and heralds of doom. When need presses they also take on the role of sergeants of their armies. The main role that the Cargûl however is to undertake the spreading of the religion of the Dark Lord and his Nazgûl servants. The Cargûl are the priest and teachers of the abominable practices of the dark religion. As such, they are also skilled sorcerers and will often be supported by servants of less powerful sorcerers and acolytes of their faith, drawn from the ranks of fallen men and the Orkish races. All the Cargûl were once fallen men or Orc priests, servants of the Dark religion, whose lust for power drove them to choose the most terrifying of fates. For all the Cargûl willingly gave themselves over to become Wraiths. In the dark rites of their religion they became blood sacrifices to the Dark Lord and pierced themselves with Morgul blades, driving them deep into their own hearts. Within moments of their agonising death, they rose again as horrid Wraiths, willing servants of the Destroyer, ready to go forth and spread his religion of lies, deceit and terror.

Gamemaster note: Such horrid creatures

are the most trusted of the servants of the Nazgûl, for they have passed their ultimate test of allegiance to the Dark Lord and have become akin to the Nazgûl themselves. These creatures are not as powerful as the Nazgûl but share many of the traits that make their Nazgûl masters so dangerous. Such creatures can be regarded as the royal

Weapon Weapon # Fist

Strike Percentage Damage Rank 7 80% Weapon +db 1D3+db crush 8 75%

@ A Cargûl’s STR, CON and Hit Points are equal to its POW. Cargûl pride themselves on the gaining of power and as such the statistics for POW represented here would be for the POW of the priest at the time they became a Cargûl. Therefore a Cargûl’s POW could be greater than the statistics listed in the statistics block above. * A Cargûl’s SIZ and INT will be the same as the dark priest the Wraith was formed from. Assume that the Cargûl’s SIZ and INT will generally be of 2D6+6, but use the appropriate SIZ and INT for Orc’s or other creatures as relevant to their racial description. ** A Cargûl’s hit points are equal to its POW as Wraiths do not possess CON. The Wraiths hit locations vary based on the creature that has been transformed into a Wraith (usually humanoid shaped creatures). Any damage done to a hit location will inflict damage to the total Hit Points of the Wraith only for there are no true hit points per hit location. However, due to the undead nature of the Wraith, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Cargûl.

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John 1:5 - The light shines in the darkness, but the darkness has not overcome overcome it.

# A Cargûl will use any weapon suitable to its priestly duties that it has available. The highest ranking Cargûl will even be entrusted with their own Morgul blades. Skills: Listen 85%, Stealth 95%, Sorcery 100%, Spot 30%, Track (by smell) 95% POWERS Magic Spells: Bladeshattering, Create Light, Evoke Fear, Fog-raising, Forgetfulness, Holding-spell, Spellbinding. Cargûl do not make Stamina rolls after casting spells. Cargûl will know additional magic and sorcery spells but the high priest Cargûl will in particularly know the following additional spells: Blast of Sorcery, Command, Misdirection, Power of the Land, Shadow of Fear, Slumber, Veiling Shadow. Overwhelming Presence: The dread presence of a Cargûl is frightening. When a Cargûl is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -40% penalty to their resistance roll attempt. Purity of Running Water: All Wraiths are frustrated by the presence of running water. Any skill roll made at the shores of a river, stream or the ocean (also lakesides when waves are rolling onto the shoreline) are considered to be Difficult. Wraiths will never ford deep rivers, preferring to cross on bridges. Wraiths will also have to pass a Luck roll before they attempt to cross even a shallow ford in a river or wide stream (very narrow streams pose no problem however). This is due to the fact that they must summon the willpower to cross over the running water. Scent of Blood: Wraiths can smell the blood of living creatures as it pulses through the veins. As such they have at least an 85% chance of tracking a creature by smell (this is reflected in their skills listed above) if they are within 80 metres of the creature. For every additional 20 metres beyond this range, the chance of success for tracking by smell will drop by -10%. In addition, if the creature is bleeding, all skill rolls undertaken for tracking by smell will be considered to be Easy (ie double the skill chance), and all distances for perception are doubled. So a bleeding creature at a distance of 160 metres can be detected by the Wraith and its chance of Tracking by Smell will be 170%. However, for every 40 metres beyond this extended range, the Wraiths chance of detection of the bleeding creature will still drop by -10%. So a bleeding creature at a range of 240 metres will be detectable by the Wraith as through its Track by Smell skill was 150%. Senses of the Dead: Wraiths do not see the living beings of the world, but instead perceive the

shadows they cast. To them, black seems as though white and darkness as though a pallid light. As such their Spot skill chance is limited to 30% (this is reflected in their skills listed above) during daylight and to 15% when in direct sunlight. Their Spot skill chance increases to 50% when in darkness and during the night hours. When seeing High Elves, however, they appear as brilliant, shining forms, blinding and terrifying to the Wraith. Wraiths will suffer Aura Attacks at a -40% or more penalty when encountering such High Elves. Cargûl, however, can ride the dreaded Black Horses of Mordor. When mounted on a Black Horse they are able to perceive the world through the senses of their mounts. As such, whenever a Cargûl is touching or riding a Black Horse, they do not suffer any of the adverse effects of the Senses of the Dead power. Instead, if they so choose, they may use the Perception based skills of the mount they are riding when undertaking Perception based skill rolls. Undead Stamina: Wraiths need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Wraiths do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason. Wraithform: Cargûl are invisible unless they garb themselves within clothing or armour. However, their eyes can still be seen as dim orbs of red fire, revealing their evil and malice. Sometimes more of a form can be visible beneath their robes. When this is the case the Cargûl will appear to be as a ghostly skeleton beneath the robes it wears making it appear more dreadful that it already is. It costs a Cargûl 2 Power Points per Combat Round to do this but it may add a penalty of an additional -20% to the Aura Attack resistance roll of any opponents within its presence being affected by its Overwhelming Presence power.

ZOMBIE Necromancers and Gaunt-lords are all well versed in the dark art of animating the bones and bodies of the dead. A favoured undead creature often raised by such practitioners of vile magic is the Zombie. Zombies are simply animated corpses and they differ little from the other favourite of Necromancers, the Skeleton. Both are animated by vile sorcery, and both rely on the body parts of the deceased. They only difference is that one undead creature still has rotten flesh attached to its skeletal structure, and the other only has the skeletal structure left to animate.

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John 1:5 - The light shines in the darkness, but the darkness has not overcome overcome it.

Zombies can be animated from a single corpse, but are usually made from combining the body parts of different corpses, all of the same species. The reason for this is that it is rare to find a suitable freshly deceased body that can be animated to make a Zombie. Most bodies will only have parts (a limb here, a torso there) that have not gone beyond such a state of decomposition that will prevent zombification from occurring. If a body is too badly decomposed, the Necromancer will likely opt to animate a Skeleton instead. Once a Zombie has been created however, the process of decomposition will cease until the Zombie is ‘killed’. Once the Zombie has been killed however, the spell that made it will be broken and the body parts will start to decompose again. Zombies are incapable of speech, but those with heads will be able to groan as air passes over their rotting vocal cords. This will occur if there are holes in the Zombie allowing air to move into the chest cavity and exit via the mouth, passing over the rotten larynx of the Zombie. Especially skilled Necromancers will cut minor incisions into the chest cavities of their horrors in order to create this effect and give their vile creations the sounds of moaning and groaning. Not only does this give these undead the appearance of being in pain in their undeath, it also helps to cause fear in any who behold such a creature. Zombies have a pseudo-intelligence created by the magic that raises them. However they are not true intelligent beings. They can be “programmed” to perform the most basic acts through the most basic of instructions (such as “patrol here”, “attack intruders” etc), but they are easily outwitted and cannot undertake any independent problem solving. There are many different forms of Zombie that have been seen in Middle-earth, the most common ones have been described below.

Gamemaster note: The Zombies found in

Middle-earth differ slightly from those detailed on pp. 350-351 of the BRP rulebook. Middle-earth Zombies do not hunger for flesh. They are simply animated corpses that attack intruders without exception. As Zombies will fight with whatever weapons they have available to them, they will attempt to bite their targets, and this may cause an infection around the bite area of any victim so bitten. But Zombies will bite simply because it is a weapon at their disposal, not because they hunger for flesh to eat. Their digestive systems are rotten and have long since stopped functioning. As such they require no sustenance, being maintained by the spell that created them. Though Zombies are created by rituals and sorcery, dispelling magic spells will not affect a Zombie.

ZOMBIE This is the “standard” Zombie undead created by Necromancers and Gaunt-lords. They are horrors and smell like a rotting corpse, which is what they are. They are capable of following only simple instructions and will generally attack in mobs, as an individual Zombie is easily “killed” or outsmarted.

Gamemaster note: These types of Zombies are generally used as guards by Necromancers or used to both destroy and cause fear in isolated settlements of the Free Peoples. They are surprisingly agile and are free of rig amortise. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

3D6 x1.5 3D6 x1.5 2D6+6 4 1 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 15-17 15-17 13 4 1 7

MOVE: 8 HIT PTS: 14-15 Damage Bonus +1D4 to +1D6 Tres Fact: N/A Points 0/5 0/5 0/5 0/6 0/4 0/4 0/5

NOTE: Zombies generally have no armour, but some Necromancers may dress them in armour when they are created. Weapon Bite Claw Grapple Weapon #

Strike Percentage Damage Rank 1D3 +½db bleed 12 50% 1D3 +db bleed 7 50% special 9 50% 7 50% Weapon +db

A unarmed Zombie can attack with two claw attacks and one bite attack per combat round. NOTE: A Zombie will never attempt a Dodge or Parry. A Zombie will continue to fight until hacked to pieces. This requires severing the head, arms and torso (chest) of the horror. # A Zombie will use any weapon given to it by its Necromancer at the attack chance of 50%. This skill chance never changes due to experience. Skills: Sense (life) 50%

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John 1:5 - The light shines in the darkness, but the darkness has not overcome overcome it.

POWERS Animated Undead Stamina: Zombies need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and ‘heal’ all injuries at five times the normal rate for that of a man. Fire will however do normal damage to a Zombie. Zombies do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason. Critical and Special success attacks on Zombies have no affect as Zombies feel no pain and cannot suffer any shock from physical damage. Therefore any Critical or Special success attacks made against a Zombie will be ignored. Senses of the Animated Dead: Zombies do not see, hear, smell, feel etc for their sensory organs have long since ceased to function. The necromantic sorcery that animates the Zombie allows the undead creature to sense any life force within a range of 50 metres. This is the same way Skeletons perceive the world around them. This magic also allows the Zombie to perceive the environment they are in, giving them a shadowy perception of the obstacles that exist in the world around them. When they perceive the life force of any creature, it is as if they were seeing a faint illuminated misty image of the creature in their world of shadows. Zombies do not suffer from any Fear or Demoralisation spell affects and cannot suffer from any effect from spells that affect the mind.

HEADLESS ZOMBIE This Zombie is stronger and more dangerous than its counterpart, and like the name suggests, lacks a head. The reason for not possessing a head is not just simply for the purposes of fear and intimidation. As this horror moves about, the air pushed through the chest cavity and out through the open neck exhales a putrid rotting smell that is overpowering.

Gamemaster note: These types of

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Neck Miss

3D6 x2 3D6 x2 2D6+6 4 1 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19 @ 20

Average 21 21 13 4 1 7

MOVE: 8 HIT PTS: 17 Damage Bonus +1D6 Tres Fact: N/A Points 2/6 2/6 2/6 2/8 2/5 2/5 2/5 N/A

NOTE: Headless Zombies have natural 2pt armour, but some Necromancers may dress them in armour when they are created. Weapon Claw Grapple Weapon #

Strike Percentage Damage Rank 1D6 +db bleed 7 75% special 9 75% 7 75% Weapon +db

An unarmed Headless Zombie can attack with two claw attacks per combat round. @ Hit Locations: if a roll of 20 is scored when determining the hit location being struck, the attack misses its target, sailing past where the head should have been on the Headless Zombie. NOTE: A Zombie will never attempt a Dodge or Parry. A Zombie will continue to fight until hacked to pieces. This requires severing the head, arms and torso (chest) of the horror. # A Zombie will use any weapon given to it by its Necromancer at the attack chance of 75%. This skill chance never changes due to experience. Skills: Sense (life) 75%

Zombies are more powerful and are created by more powerful Necromancers. They have a more leathery skin than their counterparts. They are surprisingly agile and are free of rig amortise. The air ‘exhaled’ by these horrors is truly putrid.

POWERS Animated Undead Stamina: Zombies need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and ‘heal’ all injuries at five times the normal rate for that of a man. Fire will however do normal damage to a Zombie. Zombies do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason. Critical and Special success attacks on Zombies have no affect

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John 1:5 - The light shines in the darkness, but the darkness has not overcome overcome it.

as Zombies feel no pain and cannot suffer any shock from physical damage. Therefore any Critical or Special success attacks made against a Zombie will be ignored.

appendages may still be able to cause mischief and grief!

Senses of the Animated Dead: Zombies do not see, hear, smell, feel etc for their sensory organs have long since ceased to function. The necromantic sorcery that animates the Zombie allows the undead creature to sense any life force within a range of 50 metres. This is the same way Skeletons perceive the world around them. This magic also allows the Zombie to perceive the environment they are in, giving them a shadowy perception of the obstacles that exist in the world around them. When they perceive the life force of any creature, it is as if they were seeing a faint illuminated misty image of the creature in their world of shadows. Zombies do not suffer from any Fear or Demoralisation spell affects and cannot suffer from any effect from spells that affect the mind.

STR CON SIZ INT POW DEX Hit Location Right Arm

Stench of Death: Any adventurer engaged in melee combat with a Headless Zombie must pass a Stamina roll each combat round or become overpowered by the charnel smell emitted by the Headless Zombie. Should the adventurer fail their Stamina roll, all skill rolls (including combat skills) undertaken for that combat round will be Difficult to perform due to the stench of the corpse.

ZOMBIE:

SEVERED ARM

Sometimes you just need a helping hand, and this Zombie is just what the Necromancer ordered! When there just aren’t enough parts to go round, or you just can’t get that final touch you’re after, don’t throw your hands up in the air in frustration. Just animated them! Whether by design or by the results of combat these animated body parts can prove to be a hidden danger. Necromancers have been known to leave these rotten appendages lying around, hidden in the shadows, to trap the unwary. Though they can be easily defeated or avoided, when distracted by their other more completed Zombie cousins, these things have a habit of sneaking up on the unweary and going for the throat, literally.

Gamemaster note: Generally, these

Zombie appendages are hidden in the dark and act as a kind of trap, springing out at the unwary for the attack. They are generally clawed, due mostly to the fact that the finger bones tend to protrude from the rotten skin of the creature, and pack a mean punch. Adventures should be wary of the fact that if they cut a complete Zombie to pieces, its

Characteristic Roll 3D6 x1.5 1D6 x1.5 1D3+1 4 1 2D6 Melee 01-20

Average 15-17 4-5 2-3 4 1 7

MOVE: 3 HIT PTS: 4 Damage Bonus None to +1D4 Tres Fact: N/A Points 0/4

NOTE: Zombies generally have no armour, but some Necromancers may dress them in armour when they are created. Weapon Claw @ Choke Weapon #

Strike Percentage Damage Rank 1D3 +db bleed 7 50% special 9 50% 7 50% Weapon +db

A Zombie’s severed arm only has one attack per combat round, so it can only attack with a claw attack, or attempt a choke attack, or use a weapon it carries once per combat round. @

When a Severed Arm strikes with its Claw attack, and the hit location roll results in a 19 on a D20, the Severed Arm is considered to have struck the targets neck (on a normal humanoid shaped target). It will then hold on to the target. On the next combat round it will then attempt to undertake a Choke attack. If successful in this attack, the Severed Arm will then hold on, chocking the target. The target will need to overcome the Zombies STR with their own STR on the Resistance Table in order to break free. If they fail they will suffer the effects of Chocking. The rules governing how to deal with being choked by this attack are found in the BRP Spot Rules Chocking, Drowning and Asphyxiation on p.218 of the BRP rulebook. NOTE: A Zombie will never attempt a Dodge or Parry. A Zombie will continue to fight until hacked to pieces. # A Zombie will use any weapon given to it by its Necromancer at the attack chance of 50%. This skill chance never changes due to experience. Skills: Sense (life) 50% POWERS Animated Undead Stamina: Zombies need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and ‘heal’ all injuries at five times the normal rate for that

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John 1:5 - The light shines in the darkness, but the darkness has not overcome overcome it.

of a man. Fire will however do normal damage to a Zombie. Zombies do not have Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used) and need never make Stamina rolls to resist weariness for any reason. Critical and Special success attacks on Zombies have no affect as Zombies feel no pain and cannot suffer any shock from physical damage. Therefore any Critical or Special success attacks made against a Zombie will be ignored. Bloody Hard to Hit: Due to the awkward shape and size, not to mention the location (on the ground, hidden behind an object, etc), of these Zombies, they are difficult to hit. As such, all attacks made against a Severed Arm are considered to be Difficult. Senses of the Animated Dead: Zombies do not see, hear, smell, feel etc for their sensory organs have long since ceased to function. The necromantic sorcery that animates the Zombie allows the undead creature to sense any life force within a range of 50 metres. This is the same way Skeletons perceive the world around them. This magic also allows the Zombie to perceive the environment they are in, giving them a shadowy perception of the obstacles that exist in the world around them. When they perceive the life force of any creature, it is as if they were seeing a faint illuminated misty image of the creature in their world of shadows. Zombies do not suffer from any Fear or Demoralisation spell affects and cannot suffer from any effect from spells that affect the mind.

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